using System;

namespace GLDotNet
{
	public static partial class GL
	{
		/// <summary>
		/// GL_2_BYTES
		/// </summary>
		public const uint GL2Bytes = 0x1407;

		/// <summary>
		/// GL_2D
		/// </summary>
		public const uint GL2D = 0x0600;

		/// <summary>
		/// GL_3_BYTES
		/// </summary>
		public const uint GL3Bytes = 0x1408;

		/// <summary>
		/// GL_3D
		/// </summary>
		public const uint GL3D = 0x0601;

		/// <summary>
		/// GL_3D_COLOR
		/// </summary>
		public const uint GL3DColor = 0x0602;

		/// <summary>
		/// GL_3D_COLOR_TEXTURE
		/// </summary>
		public const uint GL3DColorTexture = 0x0603;

		/// <summary>
		/// GL_4_BYTES
		/// </summary>
		public const uint GL4Bytes = 0x1409;

		/// <summary>
		/// GL_4D_COLOR_TEXTURE
		/// </summary>
		public const uint GL4DColorTexture = 0x0604;

		/// <summary>
		/// GL_ACCUM
		/// </summary>
		public const uint Accum = 0x0100;

		/// <summary>
		/// GL_ACCUM_ALPHA_BITS
		/// </summary>
		public const uint AccumAlphaBits = 0x0D5B;

		/// <summary>
		/// GL_ACCUM_BLUE_BITS
		/// </summary>
		public const uint AccumBlueBits = 0x0D5A;

		/// <summary>
		/// GL_ACCUM_BUFFER_BIT
		/// </summary>
		public const ulong AccumBufferBit = 0x00000200;

		/// <summary>
		/// GL_ACCUM_CLEAR_VALUE
		/// </summary>
		public const uint AccumClearValue = 0x0B80;

		/// <summary>
		/// GL_ACCUM_GREEN_BITS
		/// </summary>
		public const uint AccumGreenBits = 0x0D59;

		/// <summary>
		/// GL_ACCUM_RED_BITS
		/// </summary>
		public const uint AccumRedBits = 0x0D58;

		/// <summary>
		/// GL_ACTIVE_ATOMIC_COUNTER_BUFFERS
		/// </summary>
		public const uint ActiveAtomicCounterBuffers = 0x92D9;

		/// <summary>
		/// GL_ACTIVE_ATTRIBUTE_MAX_LENGTH
		/// </summary>
		public const uint ActiveAttributeMaxLength = 0x8B8A;

		/// <summary>
		/// GL_ACTIVE_ATTRIBUTES
		/// </summary>
		public const uint ActiveAttributes = 0x8B89;

		/// <summary>
		/// GL_ACTIVE_PROGRAM
		/// </summary>
		public const uint ActiveProgram = 0x8259;

		/// <summary>
		/// GL_ACTIVE_RESOURCES
		/// </summary>
		public const uint ActiveResources = 0x92F5;

		/// <summary>
		/// GL_ACTIVE_SUBROUTINE_MAX_LENGTH
		/// </summary>
		public const uint ActiveSubroutineMaxLength = 0x8E48;

		/// <summary>
		/// GL_ACTIVE_SUBROUTINE_UNIFORM_LOCATIONS
		/// </summary>
		public const uint ActiveSubroutineUniformLocations = 0x8E47;

		/// <summary>
		/// GL_ACTIVE_SUBROUTINE_UNIFORM_MAX_LENGTH
		/// </summary>
		public const uint ActiveSubroutineUniformMaxLength = 0x8E49;

		/// <summary>
		/// GL_ACTIVE_SUBROUTINE_UNIFORMS
		/// </summary>
		public const uint ActiveSubroutineUniforms = 0x8DE6;

		/// <summary>
		/// GL_ACTIVE_SUBROUTINES
		/// </summary>
		public const uint ActiveSubroutines = 0x8DE5;

		/// <summary>
		/// GL_ACTIVE_TEXTURE
		/// </summary>
		public const uint ActiveTexture = 0x84E0;

		/// <summary>
		/// GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH
		/// </summary>
		public const uint ActiveUniformBlockMaxNameLength = 0x8A35;

		/// <summary>
		/// GL_ACTIVE_UNIFORM_BLOCKS
		/// </summary>
		public const uint ActiveUniformBlocks = 0x8A36;

		/// <summary>
		/// GL_ACTIVE_UNIFORM_MAX_LENGTH
		/// </summary>
		public const uint ActiveUniformMaxLength = 0x8B87;

		/// <summary>
		/// GL_ACTIVE_UNIFORMS
		/// </summary>
		public const uint ActiveUniforms = 0x8B86;

		/// <summary>
		/// GL_ACTIVE_VARIABLES
		/// </summary>
		public const uint ActiveVariables = 0x9305;

		/// <summary>
		/// GL_ADD
		/// </summary>
		public const uint Add = 0x0104;

		/// <summary>
		/// GL_ADD_BLEND_IMG
		/// </summary>
		public const uint AddBlendImg = 0x8C09;

		/// <summary>
		/// GL_ADD_SIGNED
		/// </summary>
		public const uint AddSigned = 0x8574;

		/// <summary>
		/// GL_ALIASED_LINE_WIDTH_RANGE
		/// </summary>
		public const uint AliasedLineWidthRange = 0x846E;

		/// <summary>
		/// GL_ALIASED_POINT_SIZE_RANGE
		/// </summary>
		public const uint AliasedPointSizeRange = 0x846D;

		/// <summary>
		/// GL_ALL_ATTRIB_BITS
		/// </summary>
		public const ulong AllAttribBits = 0xFFFFFFFF;

		/// <summary>
		/// GL_ALL_BARRIER_BITS
		/// </summary>
		public const ulong AllBarrierBits = 0xFFFFFFFF;

		/// <summary>
		/// GL_ALL_SHADER_BITS
		/// </summary>
		public const ulong AllShaderBits = 0xFFFFFFFF;

		/// <summary>
		/// GL_ALPHA
		/// </summary>
		public const uint Alpha = 0x1906;

		/// <summary>
		/// GL_ALPHA_BIAS
		/// </summary>
		public const uint AlphaBias = 0x0D1D;

		/// <summary>
		/// GL_ALPHA_BITS
		/// </summary>
		public const uint AlphaBits = 0x0D55;

		/// <summary>
		/// GL_ALPHA_INTEGER
		/// </summary>
		public const uint AlphaInteger = 0x8D97;

		/// <summary>
		/// GL_ALPHA_SCALE
		/// </summary>
		public const uint AlphaScale = 0x0D1C;

		/// <summary>
		/// GL_ALPHA_SNORM
		/// </summary>
		public const uint AlphaSnorm = 0x9010;

		/// <summary>
		/// GL_ALPHA_TEST
		/// </summary>
		public const uint AlphaTest = 0x0BC0;

		/// <summary>
		/// GL_ALPHA_TEST_FUNC
		/// </summary>
		public const uint AlphaTestFunc = 0x0BC1;

		/// <summary>
		/// GL_ALPHA_TEST_FUNC_QCOM
		/// </summary>
		public const uint AlphaTestFuncQcom = 0x0BC1;

		/// <summary>
		/// GL_ALPHA_TEST_QCOM
		/// </summary>
		public const uint AlphaTestQcom = 0x0BC0;

		/// <summary>
		/// GL_ALPHA_TEST_REF
		/// </summary>
		public const uint AlphaTestRef = 0x0BC2;

		/// <summary>
		/// GL_ALPHA_TEST_REF_QCOM
		/// </summary>
		public const uint AlphaTestRefQcom = 0x0BC2;

		/// <summary>
		/// GL_ALPHA12
		/// </summary>
		public const uint Alpha12 = 0x803D;

		/// <summary>
		/// GL_ALPHA16
		/// </summary>
		public const uint Alpha16 = 0x803E;

		/// <summary>
		/// GL_ALPHA16_SNORM
		/// </summary>
		public const uint Alpha16Snorm = 0x9018;

		/// <summary>
		/// GL_ALPHA4
		/// </summary>
		public const uint Alpha4 = 0x803B;

		/// <summary>
		/// GL_ALPHA8
		/// </summary>
		public const uint Alpha8 = 0x803C;

		/// <summary>
		/// GL_ALPHA8_SNORM
		/// </summary>
		public const uint Alpha8Snorm = 0x9014;

		/// <summary>
		/// GL_ALREADY_SIGNALED
		/// </summary>
		public const uint AlreadySignaled = 0x911A;

		/// <summary>
		/// GL_ALWAYS
		/// </summary>
		public const uint Always = 0x0207;

		/// <summary>
		/// GL_AMBIENT
		/// </summary>
		public const uint Ambient = 0x1200;

		/// <summary>
		/// GL_AMBIENT_AND_DIFFUSE
		/// </summary>
		public const uint AmbientAndDiffuse = 0x1602;

		/// <summary>
		/// GL_AND
		/// </summary>
		public const uint And = 0x1501;

		/// <summary>
		/// GL_AND_INVERTED
		/// </summary>
		public const uint AndInverted = 0x1504;

		/// <summary>
		/// GL_AND_REVERSE
		/// </summary>
		public const uint AndReverse = 0x1502;

		/// <summary>
		/// GL_ANY_SAMPLES_PASSED
		/// </summary>
		public const uint AnySamplesPassed = 0x8C2F;

		/// <summary>
		/// GL_ANY_SAMPLES_PASSED_CONSERVATIVE
		/// </summary>
		public const uint AnySamplesPassedConservative = 0x8D6A;

		/// <summary>
		/// GL_ARRAY_BUFFER
		/// </summary>
		public const uint ArrayBuffer = 0x8892;

		/// <summary>
		/// GL_ARRAY_BUFFER_BINDING
		/// </summary>
		public const uint ArrayBufferBinding = 0x8894;

		/// <summary>
		/// GL_ARRAY_SIZE
		/// </summary>
		public const uint ArraySize = 0x92FB;

		/// <summary>
		/// GL_ARRAY_STRIDE
		/// </summary>
		public const uint ArrayStride = 0x92FE;

		/// <summary>
		/// GL_ATOMIC_COUNTER_BARRIER_BIT
		/// </summary>
		public const ulong AtomicCounterBarrierBit = 0x00001000;

		/// <summary>
		/// GL_ATOMIC_COUNTER_BUFFER
		/// </summary>
		public const uint AtomicCounterBuffer = 0x92C0;

		/// <summary>
		/// GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTER_INDICES
		/// </summary>
		public const uint AtomicCounterBufferActiveAtomicCounterIndices = 0x92C6;

		/// <summary>
		/// GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTERS
		/// </summary>
		public const uint AtomicCounterBufferActiveAtomicCounters = 0x92C5;

		/// <summary>
		/// GL_ATOMIC_COUNTER_BUFFER_BINDING
		/// </summary>
		public const uint AtomicCounterBufferBinding = 0x92C1;

		/// <summary>
		/// GL_ATOMIC_COUNTER_BUFFER_DATA_SIZE
		/// </summary>
		public const uint AtomicCounterBufferDataSize = 0x92C4;

		/// <summary>
		/// GL_ATOMIC_COUNTER_BUFFER_INDEX
		/// </summary>
		public const uint AtomicCounterBufferIndex = 0x9301;

		/// <summary>
		/// GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_COMPUTE_SHADER
		/// </summary>
		public const uint AtomicCounterBufferReferencedByComputeShader = 0x90ED;

		/// <summary>
		/// GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_FRAGMENT_SHADER
		/// </summary>
		public const uint AtomicCounterBufferReferencedByFragmentShader = 0x92CB;

		/// <summary>
		/// GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_GEOMETRY_SHADER
		/// </summary>
		public const uint AtomicCounterBufferReferencedByGeometryShader = 0x92CA;

		/// <summary>
		/// GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_CONTROL_SHADER
		/// </summary>
		public const uint AtomicCounterBufferReferencedByTessControlShader = 0x92C8;

		/// <summary>
		/// GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_EVALUATION_SHADER
		/// </summary>
		public const uint AtomicCounterBufferReferencedByTessEvaluationShader = 0x92C9;

		/// <summary>
		/// GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_VERTEX_SHADER
		/// </summary>
		public const uint AtomicCounterBufferReferencedByVertexShader = 0x92C7;

		/// <summary>
		/// GL_ATOMIC_COUNTER_BUFFER_SIZE
		/// </summary>
		public const uint AtomicCounterBufferSize = 0x92C3;

		/// <summary>
		/// GL_ATOMIC_COUNTER_BUFFER_START
		/// </summary>
		public const uint AtomicCounterBufferStart = 0x92C2;

		/// <summary>
		/// GL_ATTACHED_SHADERS
		/// </summary>
		public const uint AttachedShaders = 0x8B85;

		/// <summary>
		/// GL_ATTRIB_STACK_DEPTH
		/// </summary>
		public const uint AttribStackDepth = 0x0BB0;

		/// <summary>
		/// GL_AUTO_GENERATE_MIPMAP
		/// </summary>
		public const uint AutoGenerateMipmap = 0x8295;

		/// <summary>
		/// GL_AUTO_NORMAL
		/// </summary>
		public const uint AutoNormal = 0x0D80;

		/// <summary>
		/// GL_AUX_BUFFERS
		/// </summary>
		public const uint AuxBuffers = 0x0C00;

		/// <summary>
		/// GL_AUX0
		/// </summary>
		public const uint Aux0 = 0x0409;

		/// <summary>
		/// GL_AUX1
		/// </summary>
		public const uint Aux1 = 0x040A;

		/// <summary>
		/// GL_AUX2
		/// </summary>
		public const uint Aux2 = 0x040B;

		/// <summary>
		/// GL_AUX3
		/// </summary>
		public const uint Aux3 = 0x040C;

		/// <summary>
		/// GL_BACK
		/// </summary>
		public const uint Back = 0x0405;

		/// <summary>
		/// GL_BACK_LEFT
		/// </summary>
		public const uint BackLeft = 0x0402;

		/// <summary>
		/// GL_BACK_RIGHT
		/// </summary>
		public const uint BackRight = 0x0403;

		/// <summary>
		/// GL_BGR
		/// </summary>
		public const uint Bgr = 0x80E0;

		/// <summary>
		/// GL_BGR_INTEGER
		/// </summary>
		public const uint BgrInteger = 0x8D9A;

		/// <summary>
		/// GL_BGRA
		/// </summary>
		public const uint Bgra = 0x80E1;

		/// <summary>
		/// GL_BGRA_IMG
		/// </summary>
		public const uint BgraImg = 0x80E1;

		/// <summary>
		/// GL_BGRA_INTEGER
		/// </summary>
		public const uint BgraInteger = 0x8D9B;

		/// <summary>
		/// GL_BINNING_CONTROL_HINT_QCOM
		/// </summary>
		public const uint BinningControlHintQcom = 0x8FB0;

		/// <summary>
		/// GL_BITMAP
		/// </summary>
		public const uint Bitmap = 0x1A00;

		/// <summary>
		/// GL_BITMAP_TOKEN
		/// </summary>
		public const uint BitmapToken = 0x0704;

		/// <summary>
		/// GL_BLEND
		/// </summary>
		public const uint Blend = 0x0BE2;

		/// <summary>
		/// GL_BLEND_COLOR
		/// </summary>
		public const uint BlendColor = 0x8005;

		/// <summary>
		/// GL_BLEND_DST
		/// </summary>
		public const uint BlendDst = 0x0BE0;

		/// <summary>
		/// GL_BLEND_DST_ALPHA
		/// </summary>
		public const uint BlendDstAlpha = 0x80CA;

		/// <summary>
		/// GL_BLEND_DST_RGB
		/// </summary>
		public const uint BlendDstRgb = 0x80C8;

		/// <summary>
		/// GL_BLEND_EQUATION
		/// </summary>
		public const uint BlendEquation = 0x8009;

		/// <summary>
		/// GL_BLEND_EQUATION_ALPHA
		/// </summary>
		public const uint BlendEquationAlpha = 0x883D;

		/// <summary>
		/// GL_BLEND_EQUATION_RGB
		/// </summary>
		public const uint BlendEquationRgb = 0x8009;

		/// <summary>
		/// GL_BLEND_SRC
		/// </summary>
		public const uint BlendSrc = 0x0BE1;

		/// <summary>
		/// GL_BLEND_SRC_ALPHA
		/// </summary>
		public const uint BlendSrcAlpha = 0x80CB;

		/// <summary>
		/// GL_BLEND_SRC_RGB
		/// </summary>
		public const uint BlendSrcRgb = 0x80C9;

		/// <summary>
		/// GL_BLOCK_INDEX
		/// </summary>
		public const uint BlockIndex = 0x92FD;

		/// <summary>
		/// GL_BLUE
		/// </summary>
		public const uint Blue = 0x1905;

		/// <summary>
		/// GL_BLUE_BIAS
		/// </summary>
		public const uint BlueBias = 0x0D1B;

		/// <summary>
		/// GL_BLUE_BITS
		/// </summary>
		public const uint BlueBits = 0x0D54;

		/// <summary>
		/// GL_BLUE_INTEGER
		/// </summary>
		public const uint BlueInteger = 0x8D96;

		/// <summary>
		/// GL_BLUE_SCALE
		/// </summary>
		public const uint BlueScale = 0x0D1A;

		/// <summary>
		/// GL_BOOL
		/// </summary>
		public const uint Bool = 0x8B56;

		/// <summary>
		/// GL_BOOL_VEC2
		/// </summary>
		public const uint BoolVec2 = 0x8B57;

		/// <summary>
		/// GL_BOOL_VEC3
		/// </summary>
		public const uint BoolVec3 = 0x8B58;

		/// <summary>
		/// GL_BOOL_VEC4
		/// </summary>
		public const uint BoolVec4 = 0x8B59;

		/// <summary>
		/// GL_BROWSER_DEFAULT_WEBGL
		/// </summary>
		public const uint BrowserDefaultWebgl = 0x9244;

		/// <summary>
		/// GL_BUFFER
		/// </summary>
		public const uint Buffer = 0x82E0;

		/// <summary>
		/// GL_BUFFER_ACCESS
		/// </summary>
		public const uint BufferAccess = 0x88BB;

		/// <summary>
		/// GL_BUFFER_ACCESS_FLAGS
		/// </summary>
		public const uint BufferAccessFlags = 0x911F;

		/// <summary>
		/// GL_BUFFER_BINDING
		/// </summary>
		public const uint BufferBinding = 0x9302;

		/// <summary>
		/// GL_BUFFER_DATA_SIZE
		/// </summary>
		public const uint BufferDataSize = 0x9303;

		/// <summary>
		/// GL_BUFFER_IMMUTABLE_STORAGE
		/// </summary>
		public const uint BufferImmutableStorage = 0x821F;

		/// <summary>
		/// GL_BUFFER_KHR
		/// </summary>
		public const uint BufferKhr = 0x82E0;

		/// <summary>
		/// GL_BUFFER_MAP_LENGTH
		/// </summary>
		public const uint BufferMapLength = 0x9120;

		/// <summary>
		/// GL_BUFFER_MAP_OFFSET
		/// </summary>
		public const uint BufferMapOffset = 0x9121;

		/// <summary>
		/// GL_BUFFER_MAP_POINTER
		/// </summary>
		public const uint BufferMapPointer = 0x88BD;

		/// <summary>
		/// GL_BUFFER_MAPPED
		/// </summary>
		public const uint BufferMapped = 0x88BC;

		/// <summary>
		/// GL_BUFFER_SIZE
		/// </summary>
		public const uint BufferSize = 0x8764;

		/// <summary>
		/// GL_BUFFER_STORAGE_FLAGS
		/// </summary>
		public const uint BufferStorageFlags = 0x8220;

		/// <summary>
		/// GL_BUFFER_UPDATE_BARRIER_BIT
		/// </summary>
		public const ulong BufferUpdateBarrierBit = 0x00000200;

		/// <summary>
		/// GL_BUFFER_USAGE
		/// </summary>
		public const uint BufferUsage = 0x8765;

		/// <summary>
		/// GL_BUFFER_VARIABLE
		/// </summary>
		public const uint BufferVariable = 0x92E5;

		/// <summary>
		/// GL_BYTE
		/// </summary>
		public const uint Byte = 0x1400;

		/// <summary>
		/// GL_C3F_V3F
		/// </summary>
		public const uint C3fV3f = 0x2A24;

		/// <summary>
		/// GL_C4F_N3F_V3F
		/// </summary>
		public const uint C4fN3fV3f = 0x2A26;

		/// <summary>
		/// GL_C4UB_V2F
		/// </summary>
		public const uint C4ubV2f = 0x2A22;

		/// <summary>
		/// GL_C4UB_V3F
		/// </summary>
		public const uint C4ubV3f = 0x2A23;

		/// <summary>
		/// GL_CAVEAT_SUPPORT
		/// </summary>
		public const uint CaveatSupport = 0x82B8;

		/// <summary>
		/// GL_CCW
		/// </summary>
		public const uint Ccw = 0x0901;

		/// <summary>
		/// GL_CLAMP
		/// </summary>
		public const uint Clamp = 0x2900;

		/// <summary>
		/// GL_CLAMP_FRAGMENT_COLOR
		/// </summary>
		public const uint ClampFragmentColor = 0x891B;

		/// <summary>
		/// GL_CLAMP_READ_COLOR
		/// </summary>
		public const uint ClampReadColor = 0x891C;

		/// <summary>
		/// GL_CLAMP_TO_BORDER
		/// </summary>
		public const uint ClampToBorder = 0x812D;

		/// <summary>
		/// GL_CLAMP_TO_EDGE
		/// </summary>
		public const uint ClampToEdge = 0x812F;

		/// <summary>
		/// GL_CLAMP_VERTEX_COLOR
		/// </summary>
		public const uint ClampVertexColor = 0x891A;

		/// <summary>
		/// GL_CLEAR
		/// </summary>
		public const uint Clear = 0x1500;

		/// <summary>
		/// GL_CLEAR_BUFFER
		/// </summary>
		public const uint ClearBuffer = 0x82B4;

		/// <summary>
		/// GL_CLEAR_TEXTURE
		/// </summary>
		public const uint ClearTexture = 0x9365;

		/// <summary>
		/// GL_CLIENT_ACTIVE_TEXTURE
		/// </summary>
		public const uint ClientActiveTexture = 0x84E1;

		/// <summary>
		/// GL_CLIENT_ALL_ATTRIB_BITS
		/// </summary>
		public const ulong ClientAllAttribBits = 0xFFFFFFFF;

		/// <summary>
		/// GL_CLIENT_ATTRIB_STACK_DEPTH
		/// </summary>
		public const uint ClientAttribStackDepth = 0x0BB1;

		/// <summary>
		/// GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT
		/// </summary>
		public const ulong ClientMappedBufferBarrierBit = 0x00004000;

		/// <summary>
		/// GL_CLIENT_PIXEL_STORE_BIT
		/// </summary>
		public const ulong ClientPixelStoreBit = 0x00000001;

		/// <summary>
		/// GL_CLIENT_STORAGE_BIT
		/// </summary>
		public const uint ClientStorageBit = 0x0200;

		/// <summary>
		/// GL_CLIENT_VERTEX_ARRAY_BIT
		/// </summary>
		public const ulong ClientVertexArrayBit = 0x00000002;

		/// <summary>
		/// GL_CLIP_DISTANCE0
		/// </summary>
		public const uint ClipDistance0 = 0x3000;

		/// <summary>
		/// GL_CLIP_DISTANCE1
		/// </summary>
		public const uint ClipDistance1 = 0x3001;

		/// <summary>
		/// GL_CLIP_DISTANCE2
		/// </summary>
		public const uint ClipDistance2 = 0x3002;

		/// <summary>
		/// GL_CLIP_DISTANCE3
		/// </summary>
		public const uint ClipDistance3 = 0x3003;

		/// <summary>
		/// GL_CLIP_DISTANCE4
		/// </summary>
		public const uint ClipDistance4 = 0x3004;

		/// <summary>
		/// GL_CLIP_DISTANCE5
		/// </summary>
		public const uint ClipDistance5 = 0x3005;

		/// <summary>
		/// GL_CLIP_DISTANCE6
		/// </summary>
		public const uint ClipDistance6 = 0x3006;

		/// <summary>
		/// GL_CLIP_DISTANCE7
		/// </summary>
		public const uint ClipDistance7 = 0x3007;

		/// <summary>
		/// GL_CLIP_PLANE0
		/// </summary>
		public const uint ClipPlane0 = 0x3000;

		/// <summary>
		/// GL_CLIP_PLANE0_IMG
		/// </summary>
		public const uint ClipPlane0Img = 0x3000;

		/// <summary>
		/// GL_CLIP_PLANE1
		/// </summary>
		public const uint ClipPlane1 = 0x3001;

		/// <summary>
		/// GL_CLIP_PLANE1_IMG
		/// </summary>
		public const uint ClipPlane1Img = 0x3001;

		/// <summary>
		/// GL_CLIP_PLANE2
		/// </summary>
		public const uint ClipPlane2 = 0x3002;

		/// <summary>
		/// GL_CLIP_PLANE2_IMG
		/// </summary>
		public const uint ClipPlane2Img = 0x3002;

		/// <summary>
		/// GL_CLIP_PLANE3
		/// </summary>
		public const uint ClipPlane3 = 0x3003;

		/// <summary>
		/// GL_CLIP_PLANE3_IMG
		/// </summary>
		public const uint ClipPlane3Img = 0x3003;

		/// <summary>
		/// GL_CLIP_PLANE4
		/// </summary>
		public const uint ClipPlane4 = 0x3004;

		/// <summary>
		/// GL_CLIP_PLANE4_IMG
		/// </summary>
		public const uint ClipPlane4Img = 0x3004;

		/// <summary>
		/// GL_CLIP_PLANE5
		/// </summary>
		public const uint ClipPlane5 = 0x3005;

		/// <summary>
		/// GL_CLIP_PLANE5_IMG
		/// </summary>
		public const uint ClipPlane5Img = 0x3005;

		/// <summary>
		/// GL_COEFF
		/// </summary>
		public const uint Coeff = 0x0A00;

		/// <summary>
		/// GL_COLOR
		/// </summary>
		public const uint Color = 0x1800;

		/// <summary>
		/// GL_COLOR_ARRAY
		/// </summary>
		public const uint ColorArray = 0x8076;

		/// <summary>
		/// GL_COLOR_ARRAY_BUFFER_BINDING
		/// </summary>
		public const uint ColorArrayBufferBinding = 0x8898;

		/// <summary>
		/// GL_COLOR_ARRAY_POINTER
		/// </summary>
		public const uint ColorArrayPointer = 0x8090;

		/// <summary>
		/// GL_COLOR_ARRAY_SIZE
		/// </summary>
		public const uint ColorArraySize = 0x8081;

		/// <summary>
		/// GL_COLOR_ARRAY_STRIDE
		/// </summary>
		public const uint ColorArrayStride = 0x8083;

		/// <summary>
		/// GL_COLOR_ARRAY_TYPE
		/// </summary>
		public const uint ColorArrayType = 0x8082;

		/// <summary>
		/// GL_COLOR_ATTACHMENT0
		/// </summary>
		public const uint ColorAttachment0 = 0x8CE0;

		/// <summary>
		/// GL_COLOR_ATTACHMENT1
		/// </summary>
		public const uint ColorAttachment1 = 0x8CE1;

		/// <summary>
		/// GL_COLOR_ATTACHMENT10
		/// </summary>
		public const uint ColorAttachment10 = 0x8CEA;

		/// <summary>
		/// GL_COLOR_ATTACHMENT11
		/// </summary>
		public const uint ColorAttachment11 = 0x8CEB;

		/// <summary>
		/// GL_COLOR_ATTACHMENT12
		/// </summary>
		public const uint ColorAttachment12 = 0x8CEC;

		/// <summary>
		/// GL_COLOR_ATTACHMENT13
		/// </summary>
		public const uint ColorAttachment13 = 0x8CED;

		/// <summary>
		/// GL_COLOR_ATTACHMENT14
		/// </summary>
		public const uint ColorAttachment14 = 0x8CEE;

		/// <summary>
		/// GL_COLOR_ATTACHMENT15
		/// </summary>
		public const uint ColorAttachment15 = 0x8CEF;

		/// <summary>
		/// GL_COLOR_ATTACHMENT2
		/// </summary>
		public const uint ColorAttachment2 = 0x8CE2;

		/// <summary>
		/// GL_COLOR_ATTACHMENT3
		/// </summary>
		public const uint ColorAttachment3 = 0x8CE3;

		/// <summary>
		/// GL_COLOR_ATTACHMENT4
		/// </summary>
		public const uint ColorAttachment4 = 0x8CE4;

		/// <summary>
		/// GL_COLOR_ATTACHMENT5
		/// </summary>
		public const uint ColorAttachment5 = 0x8CE5;

		/// <summary>
		/// GL_COLOR_ATTACHMENT6
		/// </summary>
		public const uint ColorAttachment6 = 0x8CE6;

		/// <summary>
		/// GL_COLOR_ATTACHMENT7
		/// </summary>
		public const uint ColorAttachment7 = 0x8CE7;

		/// <summary>
		/// GL_COLOR_ATTACHMENT8
		/// </summary>
		public const uint ColorAttachment8 = 0x8CE8;

		/// <summary>
		/// GL_COLOR_ATTACHMENT9
		/// </summary>
		public const uint ColorAttachment9 = 0x8CE9;

		/// <summary>
		/// GL_COLOR_BUFFER_BIT
		/// </summary>
		public const ulong ColorBufferBit = 0x00004000;

		/// <summary>
		/// GL_COLOR_BUFFER_BIT0_QCOM
		/// </summary>
		public const ulong ColorBufferBit0Qcom = 0x00000001;

		/// <summary>
		/// GL_COLOR_BUFFER_BIT1_QCOM
		/// </summary>
		public const ulong ColorBufferBit1Qcom = 0x00000002;

		/// <summary>
		/// GL_COLOR_BUFFER_BIT2_QCOM
		/// </summary>
		public const ulong ColorBufferBit2Qcom = 0x00000004;

		/// <summary>
		/// GL_COLOR_BUFFER_BIT3_QCOM
		/// </summary>
		public const ulong ColorBufferBit3Qcom = 0x00000008;

		/// <summary>
		/// GL_COLOR_BUFFER_BIT4_QCOM
		/// </summary>
		public const ulong ColorBufferBit4Qcom = 0x00000010;

		/// <summary>
		/// GL_COLOR_BUFFER_BIT5_QCOM
		/// </summary>
		public const ulong ColorBufferBit5Qcom = 0x00000020;

		/// <summary>
		/// GL_COLOR_BUFFER_BIT6_QCOM
		/// </summary>
		public const ulong ColorBufferBit6Qcom = 0x00000040;

		/// <summary>
		/// GL_COLOR_BUFFER_BIT7_QCOM
		/// </summary>
		public const ulong ColorBufferBit7Qcom = 0x00000080;

		/// <summary>
		/// GL_COLOR_CLEAR_VALUE
		/// </summary>
		public const uint ColorClearValue = 0x0C22;

		/// <summary>
		/// GL_COLOR_COMPONENTS
		/// </summary>
		public const uint ColorComponents = 0x8283;

		/// <summary>
		/// GL_COLOR_ENCODING
		/// </summary>
		public const uint ColorEncoding = 0x8296;

		/// <summary>
		/// GL_COLOR_INDEX
		/// </summary>
		public const uint ColorIndex = 0x1900;

		/// <summary>
		/// GL_COLOR_INDEXES
		/// </summary>
		public const uint ColorIndexes = 0x1603;

		/// <summary>
		/// GL_COLOR_LOGIC_OP
		/// </summary>
		public const uint ColorLogicOp = 0x0BF2;

		/// <summary>
		/// GL_COLOR_MATERIAL
		/// </summary>
		public const uint ColorMaterial = 0x0B57;

		/// <summary>
		/// GL_COLOR_MATERIAL_FACE
		/// </summary>
		public const uint ColorMaterialFace = 0x0B55;

		/// <summary>
		/// GL_COLOR_MATERIAL_PARAMETER
		/// </summary>
		public const uint ColorMaterialParameter = 0x0B56;

		/// <summary>
		/// GL_COLOR_MATRIX
		/// </summary>
		public const uint ColorMatrix = 0x80B1;

		/// <summary>
		/// GL_COLOR_MATRIX_STACK_DEPTH
		/// </summary>
		public const uint ColorMatrixStackDepth = 0x80B2;

		/// <summary>
		/// GL_COLOR_RENDERABLE
		/// </summary>
		public const uint ColorRenderable = 0x8286;

		/// <summary>
		/// GL_COLOR_SUM
		/// </summary>
		public const uint ColorSum = 0x8458;

		/// <summary>
		/// GL_COLOR_TABLE
		/// </summary>
		public const uint ColorTable = 0x80D0;

		/// <summary>
		/// GL_COLOR_TABLE_ALPHA_SIZE
		/// </summary>
		public const uint ColorTableAlphaSize = 0x80DD;

		/// <summary>
		/// GL_COLOR_TABLE_BIAS
		/// </summary>
		public const uint ColorTableBias = 0x80D7;

		/// <summary>
		/// GL_COLOR_TABLE_BLUE_SIZE
		/// </summary>
		public const uint ColorTableBlueSize = 0x80DC;

		/// <summary>
		/// GL_COLOR_TABLE_FORMAT
		/// </summary>
		public const uint ColorTableFormat = 0x80D8;

		/// <summary>
		/// GL_COLOR_TABLE_GREEN_SIZE
		/// </summary>
		public const uint ColorTableGreenSize = 0x80DB;

		/// <summary>
		/// GL_COLOR_TABLE_INTENSITY_SIZE
		/// </summary>
		public const uint ColorTableIntensitySize = 0x80DF;

		/// <summary>
		/// GL_COLOR_TABLE_LUMINANCE_SIZE
		/// </summary>
		public const uint ColorTableLuminanceSize = 0x80DE;

		/// <summary>
		/// GL_COLOR_TABLE_RED_SIZE
		/// </summary>
		public const uint ColorTableRedSize = 0x80DA;

		/// <summary>
		/// GL_COLOR_TABLE_SCALE
		/// </summary>
		public const uint ColorTableScale = 0x80D6;

		/// <summary>
		/// GL_COLOR_TABLE_WIDTH
		/// </summary>
		public const uint ColorTableWidth = 0x80D9;

		/// <summary>
		/// GL_COLOR_WRITEMASK
		/// </summary>
		public const uint ColorWritemask = 0x0C23;

		/// <summary>
		/// GL_COMBINE
		/// </summary>
		public const uint Combine = 0x8570;

		/// <summary>
		/// GL_COMBINE_ALPHA
		/// </summary>
		public const uint CombineAlpha = 0x8572;

		/// <summary>
		/// GL_COMBINE_RGB
		/// </summary>
		public const uint CombineRgb = 0x8571;

		/// <summary>
		/// GL_COMMAND_BARRIER_BIT
		/// </summary>
		public const ulong CommandBarrierBit = 0x00000040;

		/// <summary>
		/// GL_COMPARE_R_TO_TEXTURE
		/// </summary>
		public const uint CompareRToTexture = 0x884E;

		/// <summary>
		/// GL_COMPARE_REF_TO_TEXTURE
		/// </summary>
		public const uint CompareRefToTexture = 0x884E;

		/// <summary>
		/// GL_COMPATIBLE_SUBROUTINES
		/// </summary>
		public const uint CompatibleSubroutines = 0x8E4B;

		/// <summary>
		/// GL_COMPILE
		/// </summary>
		public const uint Compile = 0x1300;

		/// <summary>
		/// GL_COMPILE_AND_EXECUTE
		/// </summary>
		public const uint CompileAndExecute = 0x1301;

		/// <summary>
		/// GL_COMPILE_STATUS
		/// </summary>
		public const uint CompileStatus = 0x8B81;

		/// <summary>
		/// GL_COMPRESSED_ALPHA
		/// </summary>
		public const uint CompressedAlpha = 0x84E9;

		/// <summary>
		/// GL_COMPRESSED_INTENSITY
		/// </summary>
		public const uint CompressedIntensity = 0x84EC;

		/// <summary>
		/// GL_COMPRESSED_LUMINANCE
		/// </summary>
		public const uint CompressedLuminance = 0x84EA;

		/// <summary>
		/// GL_COMPRESSED_LUMINANCE_ALPHA
		/// </summary>
		public const uint CompressedLuminanceAlpha = 0x84EB;

		/// <summary>
		/// GL_COMPRESSED_R11_EAC
		/// </summary>
		public const uint CompressedR11Eac = 0x9270;

		/// <summary>
		/// GL_COMPRESSED_RED
		/// </summary>
		public const uint CompressedRed = 0x8225;

		/// <summary>
		/// GL_COMPRESSED_RED_RGTC1
		/// </summary>
		public const uint CompressedRedRgtc1 = 0x8DBB;

		/// <summary>
		/// GL_COMPRESSED_RG
		/// </summary>
		public const uint CompressedRg = 0x8226;

		/// <summary>
		/// GL_COMPRESSED_RG_RGTC2
		/// </summary>
		public const uint CompressedRgRgtc2 = 0x8DBD;

		/// <summary>
		/// GL_COMPRESSED_RG11_EAC
		/// </summary>
		public const uint CompressedRg11Eac = 0x9272;

		/// <summary>
		/// GL_COMPRESSED_RGB
		/// </summary>
		public const uint CompressedRgb = 0x84ED;

		/// <summary>
		/// GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG
		/// </summary>
		public const uint CompressedRgbPvrtc2Bppv1Img = 0x8C01;

		/// <summary>
		/// GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG
		/// </summary>
		public const uint CompressedRgbPvrtc4Bppv1Img = 0x8C00;

		/// <summary>
		/// GL_COMPRESSED_RGB8_ETC2
		/// </summary>
		public const uint CompressedRgb8Etc2 = 0x9274;

		/// <summary>
		/// GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2
		/// </summary>
		public const uint CompressedRgb8PunchthroughAlpha1Etc2 = 0x9276;

		/// <summary>
		/// GL_COMPRESSED_RGBA
		/// </summary>
		public const uint CompressedRgba = 0x84EE;

		/// <summary>
		/// GL_COMPRESSED_RGBA_ASTC_10x10_KHR
		/// </summary>
		public const uint CompressedRgbaAstc10x10Khr = 0x93BB;

		/// <summary>
		/// GL_COMPRESSED_RGBA_ASTC_10x5_KHR
		/// </summary>
		public const uint CompressedRgbaAstc10x5Khr = 0x93B8;

		/// <summary>
		/// GL_COMPRESSED_RGBA_ASTC_10x6_KHR
		/// </summary>
		public const uint CompressedRgbaAstc10x6Khr = 0x93B9;

		/// <summary>
		/// GL_COMPRESSED_RGBA_ASTC_10x8_KHR
		/// </summary>
		public const uint CompressedRgbaAstc10x8Khr = 0x93BA;

		/// <summary>
		/// GL_COMPRESSED_RGBA_ASTC_12x10_KHR
		/// </summary>
		public const uint CompressedRgbaAstc12x10Khr = 0x93BC;

		/// <summary>
		/// GL_COMPRESSED_RGBA_ASTC_12x12_KHR
		/// </summary>
		public const uint CompressedRgbaAstc12x12Khr = 0x93BD;

		/// <summary>
		/// GL_COMPRESSED_RGBA_ASTC_4x4_KHR
		/// </summary>
		public const uint CompressedRgbaAstc4X4Khr = 0x93B0;

		/// <summary>
		/// GL_COMPRESSED_RGBA_ASTC_5x4_KHR
		/// </summary>
		public const uint CompressedRgbaAstc5X4Khr = 0x93B1;

		/// <summary>
		/// GL_COMPRESSED_RGBA_ASTC_5x5_KHR
		/// </summary>
		public const uint CompressedRgbaAstc5X5Khr = 0x93B2;

		/// <summary>
		/// GL_COMPRESSED_RGBA_ASTC_6x5_KHR
		/// </summary>
		public const uint CompressedRgbaAstc6X5Khr = 0x93B3;

		/// <summary>
		/// GL_COMPRESSED_RGBA_ASTC_6x6_KHR
		/// </summary>
		public const uint CompressedRgbaAstc6X6Khr = 0x93B4;

		/// <summary>
		/// GL_COMPRESSED_RGBA_ASTC_8x5_KHR
		/// </summary>
		public const uint CompressedRgbaAstc8X5Khr = 0x93B5;

		/// <summary>
		/// GL_COMPRESSED_RGBA_ASTC_8x6_KHR
		/// </summary>
		public const uint CompressedRgbaAstc8X6Khr = 0x93B6;

		/// <summary>
		/// GL_COMPRESSED_RGBA_ASTC_8x8_KHR
		/// </summary>
		public const uint CompressedRgbaAstc8X8Khr = 0x93B7;

		/// <summary>
		/// GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG
		/// </summary>
		public const uint CompressedRgbaPvrtc2Bppv1Img = 0x8C03;

		/// <summary>
		/// GL_COMPRESSED_RGBA_PVRTC_2BPPV2_IMG
		/// </summary>
		public const uint CompressedRgbaPvrtc2Bppv2Img = 0x9137;

		/// <summary>
		/// GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG
		/// </summary>
		public const uint CompressedRgbaPvrtc4Bppv1Img = 0x8C02;

		/// <summary>
		/// GL_COMPRESSED_RGBA_PVRTC_4BPPV2_IMG
		/// </summary>
		public const uint CompressedRgbaPvrtc4Bppv2Img = 0x9138;

		/// <summary>
		/// GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE
		/// </summary>
		public const uint CompressedRgbaS3tcDxt3Angle = 0x83F2;

		/// <summary>
		/// GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE
		/// </summary>
		public const uint CompressedRgbaS3tcDxt5Angle = 0x83F3;

		/// <summary>
		/// GL_COMPRESSED_RGBA8_ETC2_EAC
		/// </summary>
		public const uint CompressedRgba8Etc2Eac = 0x9278;

		/// <summary>
		/// GL_COMPRESSED_SIGNED_R11_EAC
		/// </summary>
		public const uint CompressedSignedR11Eac = 0x9271;

		/// <summary>
		/// GL_COMPRESSED_SIGNED_RED_RGTC1
		/// </summary>
		public const uint CompressedSignedRedRgtc1 = 0x8DBC;

		/// <summary>
		/// GL_COMPRESSED_SIGNED_RG_RGTC2
		/// </summary>
		public const uint CompressedSignedRgRgtc2 = 0x8DBE;

		/// <summary>
		/// GL_COMPRESSED_SIGNED_RG11_EAC
		/// </summary>
		public const uint CompressedSignedRg11Eac = 0x9273;

		/// <summary>
		/// GL_COMPRESSED_SLUMINANCE
		/// </summary>
		public const uint CompressedSluminance = 0x8C4A;

		/// <summary>
		/// GL_COMPRESSED_SLUMINANCE_ALPHA
		/// </summary>
		public const uint CompressedSluminanceAlpha = 0x8C4B;

		/// <summary>
		/// GL_COMPRESSED_SRGB
		/// </summary>
		public const uint CompressedSrgb = 0x8C48;

		/// <summary>
		/// GL_COMPRESSED_SRGB_ALPHA
		/// </summary>
		public const uint CompressedSrgbAlpha = 0x8C49;

		/// <summary>
		/// GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR
		/// </summary>
		public const uint CompressedSrgb8Alpha8Astc10x10Khr = 0x93DB;

		/// <summary>
		/// GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR
		/// </summary>
		public const uint CompressedSrgb8Alpha8Astc10x5Khr = 0x93D8;

		/// <summary>
		/// GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR
		/// </summary>
		public const uint CompressedSrgb8Alpha8Astc10x6Khr = 0x93D9;

		/// <summary>
		/// GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR
		/// </summary>
		public const uint CompressedSrgb8Alpha8Astc10x8Khr = 0x93DA;

		/// <summary>
		/// GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR
		/// </summary>
		public const uint CompressedSrgb8Alpha8Astc12x10Khr = 0x93DC;

		/// <summary>
		/// GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR
		/// </summary>
		public const uint CompressedSrgb8Alpha8Astc12x12Khr = 0x93DD;

		/// <summary>
		/// GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR
		/// </summary>
		public const uint CompressedSrgb8Alpha8Astc4X4Khr = 0x93D0;

		/// <summary>
		/// GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR
		/// </summary>
		public const uint CompressedSrgb8Alpha8Astc5X4Khr = 0x93D1;

		/// <summary>
		/// GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR
		/// </summary>
		public const uint CompressedSrgb8Alpha8Astc5X5Khr = 0x93D2;

		/// <summary>
		/// GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR
		/// </summary>
		public const uint CompressedSrgb8Alpha8Astc6X5Khr = 0x93D3;

		/// <summary>
		/// GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR
		/// </summary>
		public const uint CompressedSrgb8Alpha8Astc6X6Khr = 0x93D4;

		/// <summary>
		/// GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR
		/// </summary>
		public const uint CompressedSrgb8Alpha8Astc8X5Khr = 0x93D5;

		/// <summary>
		/// GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR
		/// </summary>
		public const uint CompressedSrgb8Alpha8Astc8X6Khr = 0x93D6;

		/// <summary>
		/// GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR
		/// </summary>
		public const uint CompressedSrgb8Alpha8Astc8X8Khr = 0x93D7;

		/// <summary>
		/// GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC
		/// </summary>
		public const uint CompressedSrgb8Alpha8Etc2Eac = 0x9279;

		/// <summary>
		/// GL_COMPRESSED_SRGB8_ETC2
		/// </summary>
		public const uint CompressedSrgb8Etc2 = 0x9275;

		/// <summary>
		/// GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2
		/// </summary>
		public const uint CompressedSrgb8PunchthroughAlpha1Etc2 = 0x9277;

		/// <summary>
		/// GL_COMPRESSED_TEXTURE_FORMATS
		/// </summary>
		public const uint CompressedTextureFormats = 0x86A3;

		/// <summary>
		/// GL_COMPUTE_LOCAL_WORK_SIZE
		/// </summary>
		public const uint ComputeLocalWorkSize = 0x8267;

		/// <summary>
		/// GL_COMPUTE_SHADER
		/// </summary>
		public const uint ComputeShader = 0x91B9;

		/// <summary>
		/// GL_COMPUTE_SHADER_BIT
		/// </summary>
		public const ulong ComputeShaderBit = 0x00000020;

		/// <summary>
		/// GL_COMPUTE_SUBROUTINE
		/// </summary>
		public const uint ComputeSubroutine = 0x92ED;

		/// <summary>
		/// GL_COMPUTE_SUBROUTINE_UNIFORM
		/// </summary>
		public const uint ComputeSubroutineUniform = 0x92F3;

		/// <summary>
		/// GL_COMPUTE_TEXTURE
		/// </summary>
		public const uint ComputeTexture = 0x82A0;

		/// <summary>
		/// GL_CONDITION_SATISFIED
		/// </summary>
		public const uint ConditionSatisfied = 0x911C;

		/// <summary>
		/// GL_CONSTANT
		/// </summary>
		public const uint Constant = 0x8576;

		/// <summary>
		/// GL_CONSTANT_ALPHA
		/// </summary>
		public const uint ConstantAlpha = 0x8003;

		/// <summary>
		/// GL_CONSTANT_ATTENUATION
		/// </summary>
		public const uint ConstantAttenuation = 0x1207;

		/// <summary>
		/// GL_CONSTANT_BORDER
		/// </summary>
		public const uint ConstantBorder = 0x8151;

		/// <summary>
		/// GL_CONSTANT_COLOR
		/// </summary>
		public const uint ConstantColor = 0x8001;

		/// <summary>
		/// GL_CONTEXT_COMPATIBILITY_PROFILE_BIT
		/// </summary>
		public const ulong ContextCompatibilityProfileBit = 0x00000002;

		/// <summary>
		/// GL_CONTEXT_CORE_PROFILE_BIT
		/// </summary>
		public const ulong ContextCoreProfileBit = 0x00000001;

		/// <summary>
		/// GL_CONTEXT_FLAG_DEBUG_BIT
		/// </summary>
		public const ulong ContextFlagDebugBit = 0x00000002;

		/// <summary>
		/// GL_CONTEXT_FLAG_DEBUG_BIT_KHR
		/// </summary>
		public const ulong ContextFlagDebugBitKhr = 0x00000002;

		/// <summary>
		/// GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT
		/// </summary>
		public const ulong ContextFlagForwardCompatibleBit = 0x00000001;

		/// <summary>
		/// GL_CONTEXT_FLAGS
		/// </summary>
		public const uint ContextFlags = 0x821E;

		/// <summary>
		/// GL_CONTEXT_LOST_WEBGL
		/// </summary>
		public const uint ContextLostWebgl = 0x9242;

		/// <summary>
		/// GL_CONTEXT_PROFILE_MASK
		/// </summary>
		public const uint ContextProfileMask = 0x9126;

		/// <summary>
		/// GL_CONVOLUTION_1D
		/// </summary>
		public const uint Convolution1D = 0x8010;

		/// <summary>
		/// GL_CONVOLUTION_2D
		/// </summary>
		public const uint Convolution2D = 0x8011;

		/// <summary>
		/// GL_CONVOLUTION_BORDER_COLOR
		/// </summary>
		public const uint ConvolutionBorderColor = 0x8154;

		/// <summary>
		/// GL_CONVOLUTION_BORDER_MODE
		/// </summary>
		public const uint ConvolutionBorderMode = 0x8013;

		/// <summary>
		/// GL_CONVOLUTION_FILTER_BIAS
		/// </summary>
		public const uint ConvolutionFilterBias = 0x8015;

		/// <summary>
		/// GL_CONVOLUTION_FILTER_SCALE
		/// </summary>
		public const uint ConvolutionFilterScale = 0x8014;

		/// <summary>
		/// GL_CONVOLUTION_FORMAT
		/// </summary>
		public const uint ConvolutionFormat = 0x8017;

		/// <summary>
		/// GL_CONVOLUTION_HEIGHT
		/// </summary>
		public const uint ConvolutionHeight = 0x8019;

		/// <summary>
		/// GL_CONVOLUTION_WIDTH
		/// </summary>
		public const uint ConvolutionWidth = 0x8018;

		/// <summary>
		/// GL_COORD_REPLACE
		/// </summary>
		public const uint CoordReplace = 0x8862;

		/// <summary>
		/// GL_COPY
		/// </summary>
		public const uint Copy = 0x1503;

		/// <summary>
		/// GL_COPY_INVERTED
		/// </summary>
		public const uint CopyInverted = 0x150C;

		/// <summary>
		/// GL_COPY_PIXEL_TOKEN
		/// </summary>
		public const uint CopyPixelToken = 0x0706;

		/// <summary>
		/// GL_COPY_READ_BUFFER
		/// </summary>
		public const uint CopyReadBuffer = 0x8F36;

		/// <summary>
		/// GL_COPY_READ_BUFFER_BINDING
		/// </summary>
		public const uint CopyReadBufferBinding = 0x8F36;

		/// <summary>
		/// GL_COPY_WRITE_BUFFER
		/// </summary>
		public const uint CopyWriteBuffer = 0x8F37;

		/// <summary>
		/// GL_COPY_WRITE_BUFFER_BINDING
		/// </summary>
		public const uint CopyWriteBufferBinding = 0x8F37;

		/// <summary>
		/// GL_CPU_OPTIMIZED_QCOM
		/// </summary>
		public const uint CpuOptimizedQcom = 0x8FB1;

		/// <summary>
		/// GL_CULL_FACE
		/// </summary>
		public const uint CullFace = 0x0B44;

		/// <summary>
		/// GL_CULL_FACE_MODE
		/// </summary>
		public const uint CullFaceMode = 0x0B45;

		/// <summary>
		/// GL_CURRENT_BIT
		/// </summary>
		public const ulong CurrentBit = 0x00000001;

		/// <summary>
		/// GL_CURRENT_COLOR
		/// </summary>
		public const uint CurrentColor = 0x0B00;

		/// <summary>
		/// GL_CURRENT_FOG_COORD
		/// </summary>
		public const uint CurrentFogCoord = 0x8453;

		/// <summary>
		/// GL_CURRENT_FOG_COORDINATE
		/// </summary>
		public const uint CurrentFogCoordinate = 0x8453;

		/// <summary>
		/// GL_CURRENT_INDEX
		/// </summary>
		public const uint CurrentIndex = 0x0B01;

		/// <summary>
		/// GL_CURRENT_NORMAL
		/// </summary>
		public const uint CurrentNormal = 0x0B02;

		/// <summary>
		/// GL_CURRENT_PROGRAM
		/// </summary>
		public const uint CurrentProgram = 0x8B8D;

		/// <summary>
		/// GL_CURRENT_QUERY
		/// </summary>
		public const uint CurrentQuery = 0x8865;

		/// <summary>
		/// GL_CURRENT_RASTER_COLOR
		/// </summary>
		public const uint CurrentRasterColor = 0x0B04;

		/// <summary>
		/// GL_CURRENT_RASTER_DISTANCE
		/// </summary>
		public const uint CurrentRasterDistance = 0x0B09;

		/// <summary>
		/// GL_CURRENT_RASTER_INDEX
		/// </summary>
		public const uint CurrentRasterIndex = 0x0B05;

		/// <summary>
		/// GL_CURRENT_RASTER_POSITION
		/// </summary>
		public const uint CurrentRasterPosition = 0x0B07;

		/// <summary>
		/// GL_CURRENT_RASTER_POSITION_VALID
		/// </summary>
		public const uint CurrentRasterPositionValid = 0x0B08;

		/// <summary>
		/// GL_CURRENT_RASTER_SECONDARY_COLOR
		/// </summary>
		public const uint CurrentRasterSecondaryColor = 0x845F;

		/// <summary>
		/// GL_CURRENT_RASTER_TEXTURE_COORDS
		/// </summary>
		public const uint CurrentRasterTextureCoords = 0x0B06;

		/// <summary>
		/// GL_CURRENT_SECONDARY_COLOR
		/// </summary>
		public const uint CurrentSecondaryColor = 0x8459;

		/// <summary>
		/// GL_CURRENT_TEXTURE_COORDS
		/// </summary>
		public const uint CurrentTextureCoords = 0x0B03;

		/// <summary>
		/// GL_CURRENT_VERTEX_ATTRIB
		/// </summary>
		public const uint CurrentVertexAttrib = 0x8626;

		/// <summary>
		/// GL_CW
		/// </summary>
		public const uint Cw = 0x0900;

		/// <summary>
		/// GL_DEBUG_CALLBACK_FUNCTION
		/// </summary>
		public const uint DebugCallbackFunction = 0x8244;

		/// <summary>
		/// GL_DEBUG_CALLBACK_FUNCTION_KHR
		/// </summary>
		public const uint DebugCallbackFunctionKhr = 0x8244;

		/// <summary>
		/// GL_DEBUG_CALLBACK_USER_PARAM
		/// </summary>
		public const uint DebugCallbackUserParam = 0x8245;

		/// <summary>
		/// GL_DEBUG_CALLBACK_USER_PARAM_KHR
		/// </summary>
		public const uint DebugCallbackUserParamKhr = 0x8245;

		/// <summary>
		/// GL_DEBUG_GROUP_STACK_DEPTH
		/// </summary>
		public const uint DebugGroupStackDepth = 0x826D;

		/// <summary>
		/// GL_DEBUG_GROUP_STACK_DEPTH_KHR
		/// </summary>
		public const uint DebugGroupStackDepthKhr = 0x826D;

		/// <summary>
		/// GL_DEBUG_LOGGED_MESSAGES
		/// </summary>
		public const uint DebugLoggedMessages = 0x9145;

		/// <summary>
		/// GL_DEBUG_LOGGED_MESSAGES_KHR
		/// </summary>
		public const uint DebugLoggedMessagesKhr = 0x9145;

		/// <summary>
		/// GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH
		/// </summary>
		public const uint DebugNextLoggedMessageLength = 0x8243;

		/// <summary>
		/// GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH_KHR
		/// </summary>
		public const uint DebugNextLoggedMessageLengthKhr = 0x8243;

		/// <summary>
		/// GL_DEBUG_OUTPUT
		/// </summary>
		public const uint DebugOutput = 0x92E0;

		/// <summary>
		/// GL_DEBUG_OUTPUT_KHR
		/// </summary>
		public const uint DebugOutputKhr = 0x92E0;

		/// <summary>
		/// GL_DEBUG_OUTPUT_SYNCHRONOUS
		/// </summary>
		public const uint DebugOutputSynchronous = 0x8242;

		/// <summary>
		/// GL_DEBUG_OUTPUT_SYNCHRONOUS_KHR
		/// </summary>
		public const uint DebugOutputSynchronousKhr = 0x8242;

		/// <summary>
		/// GL_DEBUG_SEVERITY_HIGH
		/// </summary>
		public const uint DebugSeverityHigh = 0x9146;

		/// <summary>
		/// GL_DEBUG_SEVERITY_HIGH_KHR
		/// </summary>
		public const uint DebugSeverityHighKhr = 0x9146;

		/// <summary>
		/// GL_DEBUG_SEVERITY_LOW
		/// </summary>
		public const uint DebugSeverityLow = 0x9148;

		/// <summary>
		/// GL_DEBUG_SEVERITY_LOW_KHR
		/// </summary>
		public const uint DebugSeverityLowKhr = 0x9148;

		/// <summary>
		/// GL_DEBUG_SEVERITY_MEDIUM
		/// </summary>
		public const uint DebugSeverityMedium = 0x9147;

		/// <summary>
		/// GL_DEBUG_SEVERITY_MEDIUM_KHR
		/// </summary>
		public const uint DebugSeverityMediumKhr = 0x9147;

		/// <summary>
		/// GL_DEBUG_SEVERITY_NOTIFICATION
		/// </summary>
		public const uint DebugSeverityNotification = 0x826B;

		/// <summary>
		/// GL_DEBUG_SEVERITY_NOTIFICATION_KHR
		/// </summary>
		public const uint DebugSeverityNotificationKhr = 0x826B;

		/// <summary>
		/// GL_DEBUG_SOURCE_API
		/// </summary>
		public const uint DebugSourceApi = 0x8246;

		/// <summary>
		/// GL_DEBUG_SOURCE_API_KHR
		/// </summary>
		public const uint DebugSourceApiKhr = 0x8246;

		/// <summary>
		/// GL_DEBUG_SOURCE_APPLICATION
		/// </summary>
		public const uint DebugSourceApplication = 0x824A;

		/// <summary>
		/// GL_DEBUG_SOURCE_APPLICATION_KHR
		/// </summary>
		public const uint DebugSourceApplicationKhr = 0x824A;

		/// <summary>
		/// GL_DEBUG_SOURCE_OTHER
		/// </summary>
		public const uint DebugSourceOther = 0x824B;

		/// <summary>
		/// GL_DEBUG_SOURCE_OTHER_KHR
		/// </summary>
		public const uint DebugSourceOtherKhr = 0x824B;

		/// <summary>
		/// GL_DEBUG_SOURCE_SHADER_COMPILER
		/// </summary>
		public const uint DebugSourceShaderCompiler = 0x8248;

		/// <summary>
		/// GL_DEBUG_SOURCE_SHADER_COMPILER_KHR
		/// </summary>
		public const uint DebugSourceShaderCompilerKhr = 0x8248;

		/// <summary>
		/// GL_DEBUG_SOURCE_THIRD_PARTY
		/// </summary>
		public const uint DebugSourceThirdParty = 0x8249;

		/// <summary>
		/// GL_DEBUG_SOURCE_THIRD_PARTY_KHR
		/// </summary>
		public const uint DebugSourceThirdPartyKhr = 0x8249;

		/// <summary>
		/// GL_DEBUG_SOURCE_WINDOW_SYSTEM
		/// </summary>
		public const uint DebugSourceWindowSystem = 0x8247;

		/// <summary>
		/// GL_DEBUG_SOURCE_WINDOW_SYSTEM_KHR
		/// </summary>
		public const uint DebugSourceWindowSystemKhr = 0x8247;

		/// <summary>
		/// GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR
		/// </summary>
		public const uint DebugTypeDeprecatedBehavior = 0x824D;

		/// <summary>
		/// GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_KHR
		/// </summary>
		public const uint DebugTypeDeprecatedBehaviorKhr = 0x824D;

		/// <summary>
		/// GL_DEBUG_TYPE_ERROR
		/// </summary>
		public const uint DebugTypeError = 0x824C;

		/// <summary>
		/// GL_DEBUG_TYPE_ERROR_KHR
		/// </summary>
		public const uint DebugTypeErrorKhr = 0x824C;

		/// <summary>
		/// GL_DEBUG_TYPE_MARKER
		/// </summary>
		public const uint DebugTypeMarker = 0x8268;

		/// <summary>
		/// GL_DEBUG_TYPE_MARKER_KHR
		/// </summary>
		public const uint DebugTypeMarkerKhr = 0x8268;

		/// <summary>
		/// GL_DEBUG_TYPE_OTHER
		/// </summary>
		public const uint DebugTypeOther = 0x8251;

		/// <summary>
		/// GL_DEBUG_TYPE_OTHER_KHR
		/// </summary>
		public const uint DebugTypeOtherKhr = 0x8251;

		/// <summary>
		/// GL_DEBUG_TYPE_PERFORMANCE
		/// </summary>
		public const uint DebugTypePerformance = 0x8250;

		/// <summary>
		/// GL_DEBUG_TYPE_PERFORMANCE_KHR
		/// </summary>
		public const uint DebugTypePerformanceKhr = 0x8250;

		/// <summary>
		/// GL_DEBUG_TYPE_POP_GROUP
		/// </summary>
		public const uint DebugTypePopGroup = 0x826A;

		/// <summary>
		/// GL_DEBUG_TYPE_POP_GROUP_KHR
		/// </summary>
		public const uint DebugTypePopGroupKhr = 0x826A;

		/// <summary>
		/// GL_DEBUG_TYPE_PORTABILITY
		/// </summary>
		public const uint DebugTypePortability = 0x824F;

		/// <summary>
		/// GL_DEBUG_TYPE_PORTABILITY_KHR
		/// </summary>
		public const uint DebugTypePortabilityKhr = 0x824F;

		/// <summary>
		/// GL_DEBUG_TYPE_PUSH_GROUP
		/// </summary>
		public const uint DebugTypePushGroup = 0x8269;

		/// <summary>
		/// GL_DEBUG_TYPE_PUSH_GROUP_KHR
		/// </summary>
		public const uint DebugTypePushGroupKhr = 0x8269;

		/// <summary>
		/// GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR
		/// </summary>
		public const uint DebugTypeUndefinedBehavior = 0x824E;

		/// <summary>
		/// GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_KHR
		/// </summary>
		public const uint DebugTypeUndefinedBehaviorKhr = 0x824E;

		/// <summary>
		/// GL_DECAL
		/// </summary>
		public const uint Decal = 0x2101;

		/// <summary>
		/// GL_DECR
		/// </summary>
		public const uint Decr = 0x1E03;

		/// <summary>
		/// GL_DECR_WRAP
		/// </summary>
		public const uint DecrWrap = 0x8508;

		/// <summary>
		/// GL_DELETE_STATUS
		/// </summary>
		public const uint DeleteStatus = 0x8B80;

		/// <summary>
		/// GL_DEPTH
		/// </summary>
		public const uint Depth = 0x1801;

		/// <summary>
		/// GL_DEPTH_ATTACHMENT
		/// </summary>
		public const uint DepthAttachment = 0x8D00;

		/// <summary>
		/// GL_DEPTH_BIAS
		/// </summary>
		public const uint DepthBias = 0x0D1F;

		/// <summary>
		/// GL_DEPTH_BITS
		/// </summary>
		public const uint DepthBits = 0x0D56;

		/// <summary>
		/// GL_DEPTH_BUFFER_BIT
		/// </summary>
		public const ulong DepthBufferBit = 0x00000100;

		/// <summary>
		/// GL_DEPTH_BUFFER_BIT0_QCOM
		/// </summary>
		public const ulong DepthBufferBit0Qcom = 0x00000100;

		/// <summary>
		/// GL_DEPTH_BUFFER_BIT1_QCOM
		/// </summary>
		public const ulong DepthBufferBit1Qcom = 0x00000200;

		/// <summary>
		/// GL_DEPTH_BUFFER_BIT2_QCOM
		/// </summary>
		public const ulong DepthBufferBit2Qcom = 0x00000400;

		/// <summary>
		/// GL_DEPTH_BUFFER_BIT3_QCOM
		/// </summary>
		public const ulong DepthBufferBit3Qcom = 0x00000800;

		/// <summary>
		/// GL_DEPTH_BUFFER_BIT4_QCOM
		/// </summary>
		public const ulong DepthBufferBit4Qcom = 0x00001000;

		/// <summary>
		/// GL_DEPTH_BUFFER_BIT5_QCOM
		/// </summary>
		public const ulong DepthBufferBit5Qcom = 0x00002000;

		/// <summary>
		/// GL_DEPTH_BUFFER_BIT6_QCOM
		/// </summary>
		public const ulong DepthBufferBit6Qcom = 0x00004000;

		/// <summary>
		/// GL_DEPTH_BUFFER_BIT7_QCOM
		/// </summary>
		public const ulong DepthBufferBit7Qcom = 0x00008000;

		/// <summary>
		/// GL_DEPTH_CLAMP
		/// </summary>
		public const uint DepthClamp = 0x864F;

		/// <summary>
		/// GL_DEPTH_CLEAR_VALUE
		/// </summary>
		public const uint DepthClearValue = 0x0B73;

		/// <summary>
		/// GL_DEPTH_COMPONENT
		/// </summary>
		public const uint DepthComponent = 0x1902;

		/// <summary>
		/// GL_DEPTH_COMPONENT16
		/// </summary>
		public const uint DepthComponent16 = 0x81A5;

		/// <summary>
		/// GL_DEPTH_COMPONENT24
		/// </summary>
		public const uint DepthComponent24 = 0x81A6;

		/// <summary>
		/// GL_DEPTH_COMPONENT32
		/// </summary>
		public const uint DepthComponent32 = 0x81A7;

		/// <summary>
		/// GL_DEPTH_COMPONENT32F
		/// </summary>
		public const uint DepthComponent32f = 0x8CAC;

		/// <summary>
		/// GL_DEPTH_COMPONENTS
		/// </summary>
		public const uint DepthComponents = 0x8284;

		/// <summary>
		/// GL_DEPTH_FUNC
		/// </summary>
		public const uint DepthFunc = 0x0B74;

		/// <summary>
		/// GL_DEPTH_RANGE
		/// </summary>
		public const uint DepthRange = 0x0B70;

		/// <summary>
		/// GL_DEPTH_RENDERABLE
		/// </summary>
		public const uint DepthRenderable = 0x8287;

		/// <summary>
		/// GL_DEPTH_SCALE
		/// </summary>
		public const uint DepthScale = 0x0D1E;

		/// <summary>
		/// GL_DEPTH_STENCIL
		/// </summary>
		public const uint DepthStencil = 0x84F9;

		/// <summary>
		/// GL_DEPTH_STENCIL_ATTACHMENT
		/// </summary>
		public const uint DepthStencilAttachment = 0x821A;

		/// <summary>
		/// GL_DEPTH_STENCIL_TEXTURE_MODE
		/// </summary>
		public const uint DepthStencilTextureMode = 0x90EA;

		/// <summary>
		/// GL_DEPTH_TEST
		/// </summary>
		public const uint DepthTest = 0x0B71;

		/// <summary>
		/// GL_DEPTH_TEXTURE_MODE
		/// </summary>
		public const uint DepthTextureMode = 0x884B;

		/// <summary>
		/// GL_DEPTH_WRITEMASK
		/// </summary>
		public const uint DepthWritemask = 0x0B72;

		/// <summary>
		/// GL_DEPTH24_STENCIL8
		/// </summary>
		public const uint Depth24Stencil8 = 0x88F0;

		/// <summary>
		/// GL_DEPTH32F_STENCIL8
		/// </summary>
		public const uint Depth32fStencil8 = 0x8CAD;

		/// <summary>
		/// GL_DIFFUSE
		/// </summary>
		public const uint Diffuse = 0x1201;

		/// <summary>
		/// GL_DISPATCH_INDIRECT_BUFFER
		/// </summary>
		public const uint DispatchIndirectBuffer = 0x90EE;

		/// <summary>
		/// GL_DISPATCH_INDIRECT_BUFFER_BINDING
		/// </summary>
		public const uint DispatchIndirectBufferBinding = 0x90EF;

		/// <summary>
		/// GL_DISPLAY_LIST
		/// </summary>
		public const uint DisplayList = 0x82E7;

		/// <summary>
		/// GL_DITHER
		/// </summary>
		public const uint Dither = 0x0BD0;

		/// <summary>
		/// GL_DOMAIN
		/// </summary>
		public const uint Domain = 0x0A02;

		/// <summary>
		/// GL_DONT_CARE
		/// </summary>
		public const uint DontCare = 0x1100;

		/// <summary>
		/// GL_DOT3_RGB
		/// </summary>
		public const uint Dot3Rgb = 0x86AE;

		/// <summary>
		/// GL_DOT3_RGBA
		/// </summary>
		public const uint Dot3Rgba = 0x86AF;

		/// <summary>
		/// GL_DOT3_RGBA_IMG
		/// </summary>
		public const uint Dot3RgbaImg = 0x86AF;

		/// <summary>
		/// GL_DOUBLE
		/// </summary>
		public const uint Double = 0x140A;

		/// <summary>
		/// GL_DOUBLE_MAT2
		/// </summary>
		public const uint DoubleMat2 = 0x8F46;

		/// <summary>
		/// GL_DOUBLE_MAT2x3
		/// </summary>
		public const uint DoubleMat2x3 = 0x8F49;

		/// <summary>
		/// GL_DOUBLE_MAT2x4
		/// </summary>
		public const uint DoubleMat2x4 = 0x8F4A;

		/// <summary>
		/// GL_DOUBLE_MAT3
		/// </summary>
		public const uint DoubleMat3 = 0x8F47;

		/// <summary>
		/// GL_DOUBLE_MAT3x2
		/// </summary>
		public const uint DoubleMat3x2 = 0x8F4B;

		/// <summary>
		/// GL_DOUBLE_MAT3x4
		/// </summary>
		public const uint DoubleMat3x4 = 0x8F4C;

		/// <summary>
		/// GL_DOUBLE_MAT4
		/// </summary>
		public const uint DoubleMat4 = 0x8F48;

		/// <summary>
		/// GL_DOUBLE_MAT4x2
		/// </summary>
		public const uint DoubleMat4x2 = 0x8F4D;

		/// <summary>
		/// GL_DOUBLE_MAT4x3
		/// </summary>
		public const uint DoubleMat4x3 = 0x8F4E;

		/// <summary>
		/// GL_DOUBLE_VEC2
		/// </summary>
		public const uint DoubleVec2 = 0x8FFC;

		/// <summary>
		/// GL_DOUBLE_VEC3
		/// </summary>
		public const uint DoubleVec3 = 0x8FFD;

		/// <summary>
		/// GL_DOUBLE_VEC4
		/// </summary>
		public const uint DoubleVec4 = 0x8FFE;

		/// <summary>
		/// GL_DOUBLEBUFFER
		/// </summary>
		public const uint Doublebuffer = 0x0C32;

		/// <summary>
		/// GL_DRAW_BUFFER
		/// </summary>
		public const uint DrawBuffer = 0x0C01;

		/// <summary>
		/// GL_DRAW_BUFFER0
		/// </summary>
		public const uint DrawBuffer0 = 0x8825;

		/// <summary>
		/// GL_DRAW_BUFFER1
		/// </summary>
		public const uint DrawBuffer1 = 0x8826;

		/// <summary>
		/// GL_DRAW_BUFFER10
		/// </summary>
		public const uint DrawBuffer10 = 0x882F;

		/// <summary>
		/// GL_DRAW_BUFFER11
		/// </summary>
		public const uint DrawBuffer11 = 0x8830;

		/// <summary>
		/// GL_DRAW_BUFFER12
		/// </summary>
		public const uint DrawBuffer12 = 0x8831;

		/// <summary>
		/// GL_DRAW_BUFFER13
		/// </summary>
		public const uint DrawBuffer13 = 0x8832;

		/// <summary>
		/// GL_DRAW_BUFFER14
		/// </summary>
		public const uint DrawBuffer14 = 0x8833;

		/// <summary>
		/// GL_DRAW_BUFFER15
		/// </summary>
		public const uint DrawBuffer15 = 0x8834;

		/// <summary>
		/// GL_DRAW_BUFFER2
		/// </summary>
		public const uint DrawBuffer2 = 0x8827;

		/// <summary>
		/// GL_DRAW_BUFFER3
		/// </summary>
		public const uint DrawBuffer3 = 0x8828;

		/// <summary>
		/// GL_DRAW_BUFFER4
		/// </summary>
		public const uint DrawBuffer4 = 0x8829;

		/// <summary>
		/// GL_DRAW_BUFFER5
		/// </summary>
		public const uint DrawBuffer5 = 0x882A;

		/// <summary>
		/// GL_DRAW_BUFFER6
		/// </summary>
		public const uint DrawBuffer6 = 0x882B;

		/// <summary>
		/// GL_DRAW_BUFFER7
		/// </summary>
		public const uint DrawBuffer7 = 0x882C;

		/// <summary>
		/// GL_DRAW_BUFFER8
		/// </summary>
		public const uint DrawBuffer8 = 0x882D;

		/// <summary>
		/// GL_DRAW_BUFFER9
		/// </summary>
		public const uint DrawBuffer9 = 0x882E;

		/// <summary>
		/// GL_DRAW_FRAMEBUFFER
		/// </summary>
		public const uint DrawFramebuffer = 0x8CA9;

		/// <summary>
		/// GL_DRAW_FRAMEBUFFER_ANGLE
		/// </summary>
		public const uint DrawFramebufferAngle = 0x8CA9;

		/// <summary>
		/// GL_DRAW_FRAMEBUFFER_BINDING
		/// </summary>
		public const uint DrawFramebufferBinding = 0x8CA6;

		/// <summary>
		/// GL_DRAW_FRAMEBUFFER_BINDING_ANGLE
		/// </summary>
		public const uint DrawFramebufferBindingAngle = 0x8CA6;

		/// <summary>
		/// GL_DRAW_INDIRECT_BUFFER
		/// </summary>
		public const uint DrawIndirectBuffer = 0x8F3F;

		/// <summary>
		/// GL_DRAW_INDIRECT_BUFFER_BINDING
		/// </summary>
		public const uint DrawIndirectBufferBinding = 0x8F43;

		/// <summary>
		/// GL_DRAW_PIXEL_TOKEN
		/// </summary>
		public const uint DrawPixelToken = 0x0705;

		/// <summary>
		/// GL_DST_ALPHA
		/// </summary>
		public const uint DstAlpha = 0x0304;

		/// <summary>
		/// GL_DST_COLOR
		/// </summary>
		public const uint DstColor = 0x0306;

		/// <summary>
		/// GL_DYNAMIC_COPY
		/// </summary>
		public const uint DynamicCopy = 0x88EA;

		/// <summary>
		/// GL_DYNAMIC_DRAW
		/// </summary>
		public const uint DynamicDraw = 0x88E8;

		/// <summary>
		/// GL_DYNAMIC_READ
		/// </summary>
		public const uint DynamicRead = 0x88E9;

		/// <summary>
		/// GL_DYNAMIC_STORAGE_BIT
		/// </summary>
		public const uint DynamicStorageBit = 0x0100;

		/// <summary>
		/// GL_EDGE_FLAG
		/// </summary>
		public const uint EdgeFlag = 0x0B43;

		/// <summary>
		/// GL_EDGE_FLAG_ARRAY
		/// </summary>
		public const uint EdgeFlagArray = 0x8079;

		/// <summary>
		/// GL_EDGE_FLAG_ARRAY_BUFFER_BINDING
		/// </summary>
		public const uint EdgeFlagArrayBufferBinding = 0x889B;

		/// <summary>
		/// GL_EDGE_FLAG_ARRAY_POINTER
		/// </summary>
		public const uint EdgeFlagArrayPointer = 0x8093;

		/// <summary>
		/// GL_EDGE_FLAG_ARRAY_STRIDE
		/// </summary>
		public const uint EdgeFlagArrayStride = 0x808C;

		/// <summary>
		/// GL_ELEMENT_ARRAY_BARRIER_BIT
		/// </summary>
		public const ulong ElementArrayBarrierBit = 0x00000002;

		/// <summary>
		/// GL_ELEMENT_ARRAY_BUFFER
		/// </summary>
		public const uint ElementArrayBuffer = 0x8893;

		/// <summary>
		/// GL_ELEMENT_ARRAY_BUFFER_BINDING
		/// </summary>
		public const uint ElementArrayBufferBinding = 0x8895;

		/// <summary>
		/// GL_EMISSION
		/// </summary>
		public const uint Emission = 0x1600;

		/// <summary>
		/// GL_ENABLE_BIT
		/// </summary>
		public const ulong EnableBit = 0x00002000;

		/// <summary>
		/// GL_EQUAL
		/// </summary>
		public const uint Equal = 0x0202;

		/// <summary>
		/// GL_EQUIV
		/// </summary>
		public const uint Equiv = 0x1509;

		/// <summary>
		/// GL_EVAL_BIT
		/// </summary>
		public const ulong EvalBit = 0x00010000;

		/// <summary>
		/// GL_EXP
		/// </summary>
		public const uint Exp = 0x0800;

		/// <summary>
		/// GL_EXP2
		/// </summary>
		public const uint Exp2 = 0x0801;

		/// <summary>
		/// GL_EXTENSIONS
		/// </summary>
		public const uint Extensions = 0x1F03;

		/// <summary>
		/// GL_EYE_LINEAR
		/// </summary>
		public const uint EyeLinear = 0x2400;

		/// <summary>
		/// GL_EYE_PLANE
		/// </summary>
		public const uint EyePlane = 0x2502;

		/// <summary>
		/// GL_FACTOR_ALPHA_MODULATE_IMG
		/// </summary>
		public const uint FactorAlphaModulateImg = 0x8C07;

		/// <summary>
		/// GL_FALSE
		/// </summary>
		public const uint False = 0;

		/// <summary>
		/// GL_FASTEST
		/// </summary>
		public const uint Fastest = 0x1101;

		/// <summary>
		/// GL_FEEDBACK
		/// </summary>
		public const uint Feedback = 0x1C01;

		/// <summary>
		/// GL_FEEDBACK_BUFFER_POINTER
		/// </summary>
		public const uint FeedbackBufferPointer = 0x0DF0;

		/// <summary>
		/// GL_FEEDBACK_BUFFER_SIZE
		/// </summary>
		public const uint FeedbackBufferSize = 0x0DF1;

		/// <summary>
		/// GL_FEEDBACK_BUFFER_TYPE
		/// </summary>
		public const uint FeedbackBufferType = 0x0DF2;

		/// <summary>
		/// GL_FILL
		/// </summary>
		public const uint Fill = 0x1B02;

		/// <summary>
		/// GL_FILTER
		/// </summary>
		public const uint Filter = 0x829A;

		/// <summary>
		/// GL_FIRST_VERTEX_CONVENTION
		/// </summary>
		public const uint FirstVertexConvention = 0x8E4D;

		/// <summary>
		/// GL_FIXED
		/// </summary>
		public const uint Fixed = 0x140C;

		/// <summary>
		/// GL_FIXED_ONLY
		/// </summary>
		public const uint FixedOnly = 0x891D;

		/// <summary>
		/// GL_FLAT
		/// </summary>
		public const uint Flat = 0x1D00;

		/// <summary>
		/// GL_FLOAT
		/// </summary>
		public const uint Float = 0x1406;

		/// <summary>
		/// GL_FLOAT_32_UNSIGNED_INT_24_8_REV
		/// </summary>
		public const uint Float32UnsignedInt248Rev = 0x8DAD;

		/// <summary>
		/// GL_FLOAT_MAT2
		/// </summary>
		public const uint FloatMat2 = 0x8B5A;

		/// <summary>
		/// GL_FLOAT_MAT2x3
		/// </summary>
		public const uint FloatMat2x3 = 0x8B65;

		/// <summary>
		/// GL_FLOAT_MAT2x4
		/// </summary>
		public const uint FloatMat2x4 = 0x8B66;

		/// <summary>
		/// GL_FLOAT_MAT3
		/// </summary>
		public const uint FloatMat3 = 0x8B5B;

		/// <summary>
		/// GL_FLOAT_MAT3x2
		/// </summary>
		public const uint FloatMat3x2 = 0x8B67;

		/// <summary>
		/// GL_FLOAT_MAT3x4
		/// </summary>
		public const uint FloatMat3x4 = 0x8B68;

		/// <summary>
		/// GL_FLOAT_MAT4
		/// </summary>
		public const uint FloatMat4 = 0x8B5C;

		/// <summary>
		/// GL_FLOAT_MAT4x2
		/// </summary>
		public const uint FloatMat4x2 = 0x8B69;

		/// <summary>
		/// GL_FLOAT_MAT4x3
		/// </summary>
		public const uint FloatMat4x3 = 0x8B6A;

		/// <summary>
		/// GL_FLOAT_VEC2
		/// </summary>
		public const uint FloatVec2 = 0x8B50;

		/// <summary>
		/// GL_FLOAT_VEC3
		/// </summary>
		public const uint FloatVec3 = 0x8B51;

		/// <summary>
		/// GL_FLOAT_VEC4
		/// </summary>
		public const uint FloatVec4 = 0x8B52;

		/// <summary>
		/// GL_FOG
		/// </summary>
		public const uint Fog = 0x0B60;

		/// <summary>
		/// GL_FOG_BIT
		/// </summary>
		public const ulong FogBit = 0x00000080;

		/// <summary>
		/// GL_FOG_COLOR
		/// </summary>
		public const uint FogColor = 0x0B66;

		/// <summary>
		/// GL_FOG_COORD
		/// </summary>
		public const uint FogCoord = 0x8451;

		/// <summary>
		/// GL_FOG_COORD_ARRAY
		/// </summary>
		public const uint FogCoordArray = 0x8457;

		/// <summary>
		/// GL_FOG_COORD_ARRAY_BUFFER_BINDING
		/// </summary>
		public const uint FogCoordArrayBufferBinding = 0x889D;

		/// <summary>
		/// GL_FOG_COORD_ARRAY_POINTER
		/// </summary>
		public const uint FogCoordArrayPointer = 0x8456;

		/// <summary>
		/// GL_FOG_COORD_ARRAY_STRIDE
		/// </summary>
		public const uint FogCoordArrayStride = 0x8455;

		/// <summary>
		/// GL_FOG_COORD_ARRAY_TYPE
		/// </summary>
		public const uint FogCoordArrayType = 0x8454;

		/// <summary>
		/// GL_FOG_COORD_SRC
		/// </summary>
		public const uint FogCoordSrc = 0x8450;

		/// <summary>
		/// GL_FOG_COORDINATE
		/// </summary>
		public const uint FogCoordinate = 0x8451;

		/// <summary>
		/// GL_FOG_COORDINATE_ARRAY
		/// </summary>
		public const uint FogCoordinateArray = 0x8457;

		/// <summary>
		/// GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING
		/// </summary>
		public const uint FogCoordinateArrayBufferBinding = 0x889D;

		/// <summary>
		/// GL_FOG_COORDINATE_ARRAY_POINTER
		/// </summary>
		public const uint FogCoordinateArrayPointer = 0x8456;

		/// <summary>
		/// GL_FOG_COORDINATE_ARRAY_STRIDE
		/// </summary>
		public const uint FogCoordinateArrayStride = 0x8455;

		/// <summary>
		/// GL_FOG_COORDINATE_ARRAY_TYPE
		/// </summary>
		public const uint FogCoordinateArrayType = 0x8454;

		/// <summary>
		/// GL_FOG_COORDINATE_SOURCE
		/// </summary>
		public const uint FogCoordinateSource = 0x8450;

		/// <summary>
		/// GL_FOG_DENSITY
		/// </summary>
		public const uint FogDensity = 0x0B62;

		/// <summary>
		/// GL_FOG_END
		/// </summary>
		public const uint FogEnd = 0x0B64;

		/// <summary>
		/// GL_FOG_HINT
		/// </summary>
		public const uint FogHint = 0x0C54;

		/// <summary>
		/// GL_FOG_INDEX
		/// </summary>
		public const uint FogIndex = 0x0B61;

		/// <summary>
		/// GL_FOG_MODE
		/// </summary>
		public const uint FogMode = 0x0B65;

		/// <summary>
		/// GL_FOG_START
		/// </summary>
		public const uint FogStart = 0x0B63;

		/// <summary>
		/// GL_FRACTIONAL_EVEN
		/// </summary>
		public const uint FractionalEven = 0x8E7C;

		/// <summary>
		/// GL_FRACTIONAL_ODD
		/// </summary>
		public const uint FractionalOdd = 0x8E7B;

		/// <summary>
		/// GL_FRAGMENT_ALPHA_MODULATE_IMG
		/// </summary>
		public const uint FragmentAlphaModulateImg = 0x8C08;

		/// <summary>
		/// GL_FRAGMENT_DEPTH
		/// </summary>
		public const uint FragmentDepth = 0x8452;

		/// <summary>
		/// GL_FRAGMENT_INTERPOLATION_OFFSET_BITS
		/// </summary>
		public const uint FragmentInterpolationOffsetBits = 0x8E5D;

		/// <summary>
		/// GL_FRAGMENT_SHADER
		/// </summary>
		public const uint FragmentShader = 0x8B30;

		/// <summary>
		/// GL_FRAGMENT_SHADER_BIT
		/// </summary>
		public const ulong FragmentShaderBit = 0x00000002;

		/// <summary>
		/// GL_FRAGMENT_SHADER_DERIVATIVE_HINT
		/// </summary>
		public const uint FragmentShaderDerivativeHint = 0x8B8B;

		/// <summary>
		/// GL_FRAGMENT_SUBROUTINE
		/// </summary>
		public const uint FragmentSubroutine = 0x92EC;

		/// <summary>
		/// GL_FRAGMENT_SUBROUTINE_UNIFORM
		/// </summary>
		public const uint FragmentSubroutineUniform = 0x92F2;

		/// <summary>
		/// GL_FRAGMENT_TEXTURE
		/// </summary>
		public const uint FragmentTexture = 0x829F;

		/// <summary>
		/// GL_FRAMEBUFFER
		/// </summary>
		public const uint Framebuffer = 0x8D40;

		/// <summary>
		/// GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE
		/// </summary>
		public const uint FramebufferAttachmentAlphaSize = 0x8215;

		/// <summary>
		/// GL_FRAMEBUFFER_ATTACHMENT_ANGLE
		/// </summary>
		public const uint FramebufferAttachmentAngle = 0x93A3;

		/// <summary>
		/// GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE
		/// </summary>
		public const uint FramebufferAttachmentBlueSize = 0x8214;

		/// <summary>
		/// GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING
		/// </summary>
		public const uint FramebufferAttachmentColorEncoding = 0x8210;

		/// <summary>
		/// GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE
		/// </summary>
		public const uint FramebufferAttachmentComponentType = 0x8211;

		/// <summary>
		/// GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE
		/// </summary>
		public const uint FramebufferAttachmentDepthSize = 0x8216;

		/// <summary>
		/// GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE
		/// </summary>
		public const uint FramebufferAttachmentGreenSize = 0x8213;

		/// <summary>
		/// GL_FRAMEBUFFER_ATTACHMENT_LAYERED
		/// </summary>
		public const uint FramebufferAttachmentLayered = 0x8DA7;

		/// <summary>
		/// GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME
		/// </summary>
		public const uint FramebufferAttachmentObjectName = 0x8CD1;

		/// <summary>
		/// GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE
		/// </summary>
		public const uint FramebufferAttachmentObjectType = 0x8CD0;

		/// <summary>
		/// GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE
		/// </summary>
		public const uint FramebufferAttachmentRedSize = 0x8212;

		/// <summary>
		/// GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE
		/// </summary>
		public const uint FramebufferAttachmentStencilSize = 0x8217;

		/// <summary>
		/// GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE
		/// </summary>
		public const uint FramebufferAttachmentTextureCubeMapFace = 0x8CD3;

		/// <summary>
		/// GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER
		/// </summary>
		public const uint FramebufferAttachmentTextureLayer = 0x8CD4;

		/// <summary>
		/// GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL
		/// </summary>
		public const uint FramebufferAttachmentTextureLevel = 0x8CD2;

		/// <summary>
		/// GL_FRAMEBUFFER_BARRIER_BIT
		/// </summary>
		public const ulong FramebufferBarrierBit = 0x00000400;

		/// <summary>
		/// GL_FRAMEBUFFER_BINDING
		/// </summary>
		public const uint FramebufferBinding = 0x8CA6;

		/// <summary>
		/// GL_FRAMEBUFFER_BINDING_ANGLE
		/// </summary>
		public const uint FramebufferBindingAngle = 0x8CA6;

		/// <summary>
		/// GL_FRAMEBUFFER_BLEND
		/// </summary>
		public const uint FramebufferBlend = 0x828B;

		/// <summary>
		/// GL_FRAMEBUFFER_COMPLETE
		/// </summary>
		public const uint FramebufferComplete = 0x8CD5;

		/// <summary>
		/// GL_FRAMEBUFFER_DEFAULT
		/// </summary>
		public const uint FramebufferDefault = 0x8218;

		/// <summary>
		/// GL_FRAMEBUFFER_DEFAULT_FIXED_SAMPLE_LOCATIONS
		/// </summary>
		public const uint FramebufferDefaultFixedSampleLocations = 0x9314;

		/// <summary>
		/// GL_FRAMEBUFFER_DEFAULT_HEIGHT
		/// </summary>
		public const uint FramebufferDefaultHeight = 0x9311;

		/// <summary>
		/// GL_FRAMEBUFFER_DEFAULT_LAYERS
		/// </summary>
		public const uint FramebufferDefaultLayers = 0x9312;

		/// <summary>
		/// GL_FRAMEBUFFER_DEFAULT_SAMPLES
		/// </summary>
		public const uint FramebufferDefaultSamples = 0x9313;

		/// <summary>
		/// GL_FRAMEBUFFER_DEFAULT_WIDTH
		/// </summary>
		public const uint FramebufferDefaultWidth = 0x9310;

		/// <summary>
		/// GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT
		/// </summary>
		public const uint FramebufferIncompleteAttachment = 0x8CD6;

		/// <summary>
		/// GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS
		/// </summary>
		public const uint FramebufferIncompleteDimensions = 0x8CD9;

		/// <summary>
		/// GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER
		/// </summary>
		public const uint FramebufferIncompleteDrawBuffer = 0x8CDB;

		/// <summary>
		/// GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS
		/// </summary>
		public const uint FramebufferIncompleteLayerTargets = 0x8DA8;

		/// <summary>
		/// GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT
		/// </summary>
		public const uint FramebufferIncompleteMissingAttachment = 0x8CD7;

		/// <summary>
		/// GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE
		/// </summary>
		public const uint FramebufferIncompleteMultisample = 0x8D56;

		/// <summary>
		/// GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_ANGLE
		/// </summary>
		public const uint FramebufferIncompleteMultisampleAngle = 0x8D56;

		/// <summary>
		/// GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_IMG
		/// </summary>
		public const uint FramebufferIncompleteMultisampleImg = 0x9134;

		/// <summary>
		/// GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER
		/// </summary>
		public const uint FramebufferIncompleteReadBuffer = 0x8CDC;

		/// <summary>
		/// GL_FRAMEBUFFER_RENDERABLE
		/// </summary>
		public const uint FramebufferRenderable = 0x8289;

		/// <summary>
		/// GL_FRAMEBUFFER_RENDERABLE_LAYERED
		/// </summary>
		public const uint FramebufferRenderableLayered = 0x828A;

		/// <summary>
		/// GL_FRAMEBUFFER_SRGB
		/// </summary>
		public const uint FramebufferSrgb = 0x8DB9;

		/// <summary>
		/// GL_FRAMEBUFFER_UNDEFINED
		/// </summary>
		public const uint FramebufferUndefined = 0x8219;

		/// <summary>
		/// GL_FRAMEBUFFER_UNSUPPORTED
		/// </summary>
		public const uint FramebufferUnsupported = 0x8CDD;

		/// <summary>
		/// GL_FRONT
		/// </summary>
		public const uint Front = 0x0404;

		/// <summary>
		/// GL_FRONT_AND_BACK
		/// </summary>
		public const uint FrontAndBack = 0x0408;

		/// <summary>
		/// GL_FRONT_FACE
		/// </summary>
		public const uint FrontFace = 0x0B46;

		/// <summary>
		/// GL_FRONT_LEFT
		/// </summary>
		public const uint FrontLeft = 0x0400;

		/// <summary>
		/// GL_FRONT_RIGHT
		/// </summary>
		public const uint FrontRight = 0x0401;

		/// <summary>
		/// GL_FULL_SUPPORT
		/// </summary>
		public const uint FullSupport = 0x82B7;

		/// <summary>
		/// GL_FUNC_ADD
		/// </summary>
		public const uint FuncAdd = 0x8006;

		/// <summary>
		/// GL_FUNC_REVERSE_SUBTRACT
		/// </summary>
		public const uint FuncReverseSubtract = 0x800B;

		/// <summary>
		/// GL_FUNC_SUBTRACT
		/// </summary>
		public const uint FuncSubtract = 0x800A;

		/// <summary>
		/// GL_GCCSO_SHADER_BINARY_FJ
		/// </summary>
		public const uint GccsoShaderBinaryFj = 0x9260;

		/// <summary>
		/// GL_GENERATE_MIPMAP
		/// </summary>
		public const uint GenerateMipmap = 0x8191;

		/// <summary>
		/// GL_GENERATE_MIPMAP_HINT
		/// </summary>
		public const uint GenerateMipmapHint = 0x8192;

		/// <summary>
		/// GL_GEOMETRY_INPUT_TYPE
		/// </summary>
		public const uint GeometryInputType = 0x8917;

		/// <summary>
		/// GL_GEOMETRY_OUTPUT_TYPE
		/// </summary>
		public const uint GeometryOutputType = 0x8918;

		/// <summary>
		/// GL_GEOMETRY_SHADER
		/// </summary>
		public const uint GeometryShader = 0x8DD9;

		/// <summary>
		/// GL_GEOMETRY_SHADER_BIT
		/// </summary>
		public const ulong GeometryShaderBit = 0x00000004;

		/// <summary>
		/// GL_GEOMETRY_SHADER_INVOCATIONS
		/// </summary>
		public const uint GeometryShaderInvocations = 0x887F;

		/// <summary>
		/// GL_GEOMETRY_SUBROUTINE
		/// </summary>
		public const uint GeometrySubroutine = 0x92EB;

		/// <summary>
		/// GL_GEOMETRY_SUBROUTINE_UNIFORM
		/// </summary>
		public const uint GeometrySubroutineUniform = 0x92F1;

		/// <summary>
		/// GL_GEOMETRY_TEXTURE
		/// </summary>
		public const uint GeometryTexture = 0x829E;

		/// <summary>
		/// GL_GEOMETRY_VERTICES_OUT
		/// </summary>
		public const uint GeometryVerticesOut = 0x8916;

		/// <summary>
		/// GL_GEQUAL
		/// </summary>
		public const uint Gequal = 0x0206;

		/// <summary>
		/// GL_GET_TEXTURE_IMAGE_FORMAT
		/// </summary>
		public const uint GetTextureImageFormat = 0x8291;

		/// <summary>
		/// GL_GET_TEXTURE_IMAGE_TYPE
		/// </summary>
		public const uint GetTextureImageType = 0x8292;

		/// <summary>
		/// GL_GPU_OPTIMIZED_QCOM
		/// </summary>
		public const uint GpuOptimizedQcom = 0x8FB2;

		/// <summary>
		/// GL_GREATER
		/// </summary>
		public const uint Greater = 0x0204;

		/// <summary>
		/// GL_GREEN
		/// </summary>
		public const uint Green = 0x1904;

		/// <summary>
		/// GL_GREEN_BIAS
		/// </summary>
		public const uint GreenBias = 0x0D19;

		/// <summary>
		/// GL_GREEN_BITS
		/// </summary>
		public const uint GreenBits = 0x0D53;

		/// <summary>
		/// GL_GREEN_INTEGER
		/// </summary>
		public const uint GreenInteger = 0x8D95;

		/// <summary>
		/// GL_GREEN_SCALE
		/// </summary>
		public const uint GreenScale = 0x0D18;

		/// <summary>
		/// GL_HALF_FLOAT
		/// </summary>
		public const uint HalfFloat = 0x140B;

		/// <summary>
		/// GL_HIGH_FLOAT
		/// </summary>
		public const uint HighFloat = 0x8DF2;

		/// <summary>
		/// GL_HIGH_INT
		/// </summary>
		public const uint HighInt = 0x8DF5;

		/// <summary>
		/// GL_HINT_BIT
		/// </summary>
		public const ulong HintBit = 0x00008000;

		/// <summary>
		/// GL_HISTOGRAM
		/// </summary>
		public const uint Histogram = 0x8024;

		/// <summary>
		/// GL_HISTOGRAM_ALPHA_SIZE
		/// </summary>
		public const uint HistogramAlphaSize = 0x802B;

		/// <summary>
		/// GL_HISTOGRAM_BLUE_SIZE
		/// </summary>
		public const uint HistogramBlueSize = 0x802A;

		/// <summary>
		/// GL_HISTOGRAM_FORMAT
		/// </summary>
		public const uint HistogramFormat = 0x8027;

		/// <summary>
		/// GL_HISTOGRAM_GREEN_SIZE
		/// </summary>
		public const uint HistogramGreenSize = 0x8029;

		/// <summary>
		/// GL_HISTOGRAM_LUMINANCE_SIZE
		/// </summary>
		public const uint HistogramLuminanceSize = 0x802C;

		/// <summary>
		/// GL_HISTOGRAM_RED_SIZE
		/// </summary>
		public const uint HistogramRedSize = 0x8028;

		/// <summary>
		/// GL_HISTOGRAM_SINK
		/// </summary>
		public const uint HistogramSink = 0x802D;

		/// <summary>
		/// GL_HISTOGRAM_WIDTH
		/// </summary>
		public const uint HistogramWidth = 0x8026;

		/// <summary>
		/// GL_IMAGE_1D
		/// </summary>
		public const uint Image1D = 0x904C;

		/// <summary>
		/// GL_IMAGE_1D_ARRAY
		/// </summary>
		public const uint Image1DArray = 0x9052;

		/// <summary>
		/// GL_IMAGE_2D
		/// </summary>
		public const uint Image2D = 0x904D;

		/// <summary>
		/// GL_IMAGE_2D_ARRAY
		/// </summary>
		public const uint Image2DArray = 0x9053;

		/// <summary>
		/// GL_IMAGE_2D_MULTISAMPLE
		/// </summary>
		public const uint Image2DMultisample = 0x9055;

		/// <summary>
		/// GL_IMAGE_2D_MULTISAMPLE_ARRAY
		/// </summary>
		public const uint Image2DMultisampleArray = 0x9056;

		/// <summary>
		/// GL_IMAGE_2D_RECT
		/// </summary>
		public const uint Image2DRect = 0x904F;

		/// <summary>
		/// GL_IMAGE_3D
		/// </summary>
		public const uint Image3D = 0x904E;

		/// <summary>
		/// GL_IMAGE_BINDING_ACCESS
		/// </summary>
		public const uint ImageBindingAccess = 0x8F3E;

		/// <summary>
		/// GL_IMAGE_BINDING_FORMAT
		/// </summary>
		public const uint ImageBindingFormat = 0x906E;

		/// <summary>
		/// GL_IMAGE_BINDING_LAYER
		/// </summary>
		public const uint ImageBindingLayer = 0x8F3D;

		/// <summary>
		/// GL_IMAGE_BINDING_LAYERED
		/// </summary>
		public const uint ImageBindingLayered = 0x8F3C;

		/// <summary>
		/// GL_IMAGE_BINDING_LEVEL
		/// </summary>
		public const uint ImageBindingLevel = 0x8F3B;

		/// <summary>
		/// GL_IMAGE_BINDING_NAME
		/// </summary>
		public const uint ImageBindingName = 0x8F3A;

		/// <summary>
		/// GL_IMAGE_BUFFER
		/// </summary>
		public const uint ImageBuffer = 0x9051;

		/// <summary>
		/// GL_IMAGE_CLASS_1_X_16
		/// </summary>
		public const uint ImageClass1X16 = 0x82BE;

		/// <summary>
		/// GL_IMAGE_CLASS_1_X_32
		/// </summary>
		public const uint ImageClass1X32 = 0x82BB;

		/// <summary>
		/// GL_IMAGE_CLASS_1_X_8
		/// </summary>
		public const uint ImageClass1X8 = 0x82C1;

		/// <summary>
		/// GL_IMAGE_CLASS_10_10_10_2
		/// </summary>
		public const uint ImageClass1010102 = 0x82C3;

		/// <summary>
		/// GL_IMAGE_CLASS_11_11_10
		/// </summary>
		public const uint ImageClass111110 = 0x82C2;

		/// <summary>
		/// GL_IMAGE_CLASS_2_X_16
		/// </summary>
		public const uint ImageClass2X16 = 0x82BD;

		/// <summary>
		/// GL_IMAGE_CLASS_2_X_32
		/// </summary>
		public const uint ImageClass2X32 = 0x82BA;

		/// <summary>
		/// GL_IMAGE_CLASS_2_X_8
		/// </summary>
		public const uint ImageClass2X8 = 0x82C0;

		/// <summary>
		/// GL_IMAGE_CLASS_4_X_16
		/// </summary>
		public const uint ImageClass4X16 = 0x82BC;

		/// <summary>
		/// GL_IMAGE_CLASS_4_X_32
		/// </summary>
		public const uint ImageClass4X32 = 0x82B9;

		/// <summary>
		/// GL_IMAGE_CLASS_4_X_8
		/// </summary>
		public const uint ImageClass4X8 = 0x82BF;

		/// <summary>
		/// GL_IMAGE_COMPATIBILITY_CLASS
		/// </summary>
		public const uint ImageCompatibilityClass = 0x82A8;

		/// <summary>
		/// GL_IMAGE_CUBE
		/// </summary>
		public const uint ImageCube = 0x9050;

		/// <summary>
		/// GL_IMAGE_CUBE_MAP_ARRAY
		/// </summary>
		public const uint ImageCubeMapArray = 0x9054;

		/// <summary>
		/// GL_IMAGE_FORMAT_COMPATIBILITY_BY_CLASS
		/// </summary>
		public const uint ImageFormatCompatibilityByClass = 0x90C9;

		/// <summary>
		/// GL_IMAGE_FORMAT_COMPATIBILITY_BY_SIZE
		/// </summary>
		public const uint ImageFormatCompatibilityBySize = 0x90C8;

		/// <summary>
		/// GL_IMAGE_FORMAT_COMPATIBILITY_TYPE
		/// </summary>
		public const uint ImageFormatCompatibilityType = 0x90C7;

		/// <summary>
		/// GL_IMAGE_PIXEL_FORMAT
		/// </summary>
		public const uint ImagePixelFormat = 0x82A9;

		/// <summary>
		/// GL_IMAGE_PIXEL_TYPE
		/// </summary>
		public const uint ImagePixelType = 0x82AA;

		/// <summary>
		/// GL_IMAGE_TEXEL_SIZE
		/// </summary>
		public const uint ImageTexelSize = 0x82A7;

		/// <summary>
		/// GL_IMPLEMENTATION_COLOR_READ_FORMAT
		/// </summary>
		public const uint ImplementationColorReadFormat = 0x8B9B;

		/// <summary>
		/// GL_IMPLEMENTATION_COLOR_READ_TYPE
		/// </summary>
		public const uint ImplementationColorReadType = 0x8B9A;

		/// <summary>
		/// GL_INCR
		/// </summary>
		public const uint Incr = 0x1E02;

		/// <summary>
		/// GL_INCR_WRAP
		/// </summary>
		public const uint IncrWrap = 0x8507;

		/// <summary>
		/// GL_INDEX
		/// </summary>
		public const uint Index = 0x8222;

		/// <summary>
		/// GL_INDEX_ARRAY
		/// </summary>
		public const uint IndexArray = 0x8077;

		/// <summary>
		/// GL_INDEX_ARRAY_BUFFER_BINDING
		/// </summary>
		public const uint IndexArrayBufferBinding = 0x8899;

		/// <summary>
		/// GL_INDEX_ARRAY_POINTER
		/// </summary>
		public const uint IndexArrayPointer = 0x8091;

		/// <summary>
		/// GL_INDEX_ARRAY_STRIDE
		/// </summary>
		public const uint IndexArrayStride = 0x8086;

		/// <summary>
		/// GL_INDEX_ARRAY_TYPE
		/// </summary>
		public const uint IndexArrayType = 0x8085;

		/// <summary>
		/// GL_INDEX_BITS
		/// </summary>
		public const uint IndexBits = 0x0D51;

		/// <summary>
		/// GL_INDEX_CLEAR_VALUE
		/// </summary>
		public const uint IndexClearValue = 0x0C20;

		/// <summary>
		/// GL_INDEX_LOGIC_OP
		/// </summary>
		public const uint IndexLogicOp = 0x0BF1;

		/// <summary>
		/// GL_INDEX_MODE
		/// </summary>
		public const uint IndexMode = 0x0C30;

		/// <summary>
		/// GL_INDEX_OFFSET
		/// </summary>
		public const uint IndexOffset = 0x0D13;

		/// <summary>
		/// GL_INDEX_SHIFT
		/// </summary>
		public const uint IndexShift = 0x0D12;

		/// <summary>
		/// GL_INDEX_WRITEMASK
		/// </summary>
		public const uint IndexWritemask = 0x0C21;

		/// <summary>
		/// GL_INFO_LOG_LENGTH
		/// </summary>
		public const uint InfoLogLength = 0x8B84;

		/// <summary>
		/// GL_INT
		/// </summary>
		public const uint Int = 0x1404;

		/// <summary>
		/// GL_INT_2_10_10_10_REV
		/// </summary>
		public const uint Int2101010Rev = 0x8D9F;

		/// <summary>
		/// GL_INT_IMAGE_1D
		/// </summary>
		public const uint IntImage1D = 0x9057;

		/// <summary>
		/// GL_INT_IMAGE_1D_ARRAY
		/// </summary>
		public const uint IntImage1DArray = 0x905D;

		/// <summary>
		/// GL_INT_IMAGE_2D
		/// </summary>
		public const uint IntImage2D = 0x9058;

		/// <summary>
		/// GL_INT_IMAGE_2D_ARRAY
		/// </summary>
		public const uint IntImage2DArray = 0x905E;

		/// <summary>
		/// GL_INT_IMAGE_2D_MULTISAMPLE
		/// </summary>
		public const uint IntImage2DMultisample = 0x9060;

		/// <summary>
		/// GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY
		/// </summary>
		public const uint IntImage2DMultisampleArray = 0x9061;

		/// <summary>
		/// GL_INT_IMAGE_2D_RECT
		/// </summary>
		public const uint IntImage2DRect = 0x905A;

		/// <summary>
		/// GL_INT_IMAGE_3D
		/// </summary>
		public const uint IntImage3D = 0x9059;

		/// <summary>
		/// GL_INT_IMAGE_BUFFER
		/// </summary>
		public const uint IntImageBuffer = 0x905C;

		/// <summary>
		/// GL_INT_IMAGE_CUBE
		/// </summary>
		public const uint IntImageCube = 0x905B;

		/// <summary>
		/// GL_INT_IMAGE_CUBE_MAP_ARRAY
		/// </summary>
		public const uint IntImageCubeMapArray = 0x905F;

		/// <summary>
		/// GL_INT_SAMPLER_1D
		/// </summary>
		public const uint IntSampler1D = 0x8DC9;

		/// <summary>
		/// GL_INT_SAMPLER_1D_ARRAY
		/// </summary>
		public const uint IntSampler1DArray = 0x8DCE;

		/// <summary>
		/// GL_INT_SAMPLER_2D
		/// </summary>
		public const uint IntSampler2D = 0x8DCA;

		/// <summary>
		/// GL_INT_SAMPLER_2D_ARRAY
		/// </summary>
		public const uint IntSampler2DArray = 0x8DCF;

		/// <summary>
		/// GL_INT_SAMPLER_2D_MULTISAMPLE
		/// </summary>
		public const uint IntSampler2DMultisample = 0x9109;

		/// <summary>
		/// GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY
		/// </summary>
		public const uint IntSampler2DMultisampleArray = 0x910C;

		/// <summary>
		/// GL_INT_SAMPLER_2D_RECT
		/// </summary>
		public const uint IntSampler2DRect = 0x8DCD;

		/// <summary>
		/// GL_INT_SAMPLER_3D
		/// </summary>
		public const uint IntSampler3D = 0x8DCB;

		/// <summary>
		/// GL_INT_SAMPLER_BUFFER
		/// </summary>
		public const uint IntSamplerBuffer = 0x8DD0;

		/// <summary>
		/// GL_INT_SAMPLER_CUBE
		/// </summary>
		public const uint IntSamplerCube = 0x8DCC;

		/// <summary>
		/// GL_INT_SAMPLER_CUBE_MAP_ARRAY
		/// </summary>
		public const uint IntSamplerCubeMapArray = 0x900E;

		/// <summary>
		/// GL_INT_VEC2
		/// </summary>
		public const uint IntVec2 = 0x8B53;

		/// <summary>
		/// GL_INT_VEC3
		/// </summary>
		public const uint IntVec3 = 0x8B54;

		/// <summary>
		/// GL_INT_VEC4
		/// </summary>
		public const uint IntVec4 = 0x8B55;

		/// <summary>
		/// GL_INTENSITY
		/// </summary>
		public const uint Intensity = 0x8049;

		/// <summary>
		/// GL_INTENSITY_SNORM
		/// </summary>
		public const uint IntensitySnorm = 0x9013;

		/// <summary>
		/// GL_INTENSITY12
		/// </summary>
		public const uint Intensity12 = 0x804C;

		/// <summary>
		/// GL_INTENSITY16
		/// </summary>
		public const uint Intensity16 = 0x804D;

		/// <summary>
		/// GL_INTENSITY16_SNORM
		/// </summary>
		public const uint Intensity16Snorm = 0x901B;

		/// <summary>
		/// GL_INTENSITY4
		/// </summary>
		public const uint Intensity4 = 0x804A;

		/// <summary>
		/// GL_INTENSITY8
		/// </summary>
		public const uint Intensity8 = 0x804B;

		/// <summary>
		/// GL_INTENSITY8_SNORM
		/// </summary>
		public const uint Intensity8Snorm = 0x9017;

		/// <summary>
		/// GL_INTERLEAVED_ATTRIBS
		/// </summary>
		public const uint InterleavedAttribs = 0x8C8C;

		/// <summary>
		/// GL_INTERNALFORMAT_ALPHA_SIZE
		/// </summary>
		public const uint InternalformatAlphaSize = 0x8274;

		/// <summary>
		/// GL_INTERNALFORMAT_ALPHA_TYPE
		/// </summary>
		public const uint InternalformatAlphaType = 0x827B;

		/// <summary>
		/// GL_INTERNALFORMAT_BLUE_SIZE
		/// </summary>
		public const uint InternalformatBlueSize = 0x8273;

		/// <summary>
		/// GL_INTERNALFORMAT_BLUE_TYPE
		/// </summary>
		public const uint InternalformatBlueType = 0x827A;

		/// <summary>
		/// GL_INTERNALFORMAT_DEPTH_SIZE
		/// </summary>
		public const uint InternalformatDepthSize = 0x8275;

		/// <summary>
		/// GL_INTERNALFORMAT_DEPTH_TYPE
		/// </summary>
		public const uint InternalformatDepthType = 0x827C;

		/// <summary>
		/// GL_INTERNALFORMAT_GREEN_SIZE
		/// </summary>
		public const uint InternalformatGreenSize = 0x8272;

		/// <summary>
		/// GL_INTERNALFORMAT_GREEN_TYPE
		/// </summary>
		public const uint InternalformatGreenType = 0x8279;

		/// <summary>
		/// GL_INTERNALFORMAT_PREFERRED
		/// </summary>
		public const uint InternalformatPreferred = 0x8270;

		/// <summary>
		/// GL_INTERNALFORMAT_RED_SIZE
		/// </summary>
		public const uint InternalformatRedSize = 0x8271;

		/// <summary>
		/// GL_INTERNALFORMAT_RED_TYPE
		/// </summary>
		public const uint InternalformatRedType = 0x8278;

		/// <summary>
		/// GL_INTERNALFORMAT_SHARED_SIZE
		/// </summary>
		public const uint InternalformatSharedSize = 0x8277;

		/// <summary>
		/// GL_INTERNALFORMAT_STENCIL_SIZE
		/// </summary>
		public const uint InternalformatStencilSize = 0x8276;

		/// <summary>
		/// GL_INTERNALFORMAT_STENCIL_TYPE
		/// </summary>
		public const uint InternalformatStencilType = 0x827D;

		/// <summary>
		/// GL_INTERNALFORMAT_SUPPORTED
		/// </summary>
		public const uint InternalformatSupported = 0x826F;

		/// <summary>
		/// GL_INTERPOLATE
		/// </summary>
		public const uint Interpolate = 0x8575;

		/// <summary>
		/// GL_INVALID_ENUM
		/// </summary>
		public const uint InvalidEnum = 0x0500;

		/// <summary>
		/// GL_INVALID_FRAMEBUFFER_OPERATION
		/// </summary>
		public const uint InvalidFramebufferOperation = 0x0506;

		/// <summary>
		/// GL_INVALID_INDEX
		/// </summary>
		public const ulong InvalidIndex = 0xFFFFFFFF;

		/// <summary>
		/// GL_INVALID_OPERATION
		/// </summary>
		public const uint InvalidOperation = 0x0502;

		/// <summary>
		/// GL_INVALID_VALUE
		/// </summary>
		public const uint InvalidValue = 0x0501;

		/// <summary>
		/// GL_INVERT
		/// </summary>
		public const uint Invert = 0x150A;

		/// <summary>
		/// GL_IS_PER_PATCH
		/// </summary>
		public const uint IsPerPatch = 0x92E7;

		/// <summary>
		/// GL_IS_ROW_MAJOR
		/// </summary>
		public const uint IsRowMajor = 0x9300;

		/// <summary>
		/// GL_ISOLINES
		/// </summary>
		public const uint Isolines = 0x8E7A;

		/// <summary>
		/// GL_KEEP
		/// </summary>
		public const uint Keep = 0x1E00;

		/// <summary>
		/// GL_LAST_VERTEX_CONVENTION
		/// </summary>
		public const uint LastVertexConvention = 0x8E4E;

		/// <summary>
		/// GL_LAYER_PROVOKING_VERTEX
		/// </summary>
		public const uint LayerProvokingVertex = 0x825E;

		/// <summary>
		/// GL_LEFT
		/// </summary>
		public const uint Left = 0x0406;

		/// <summary>
		/// GL_LEQUAL
		/// </summary>
		public const uint Lequal = 0x0203;

		/// <summary>
		/// GL_LESS
		/// </summary>
		public const uint Less = 0x0201;

		/// <summary>
		/// GL_LIGHT_MODEL_AMBIENT
		/// </summary>
		public const uint LightModelAmbient = 0x0B53;

		/// <summary>
		/// GL_LIGHT_MODEL_COLOR_CONTROL
		/// </summary>
		public const uint LightModelColorControl = 0x81F8;

		/// <summary>
		/// GL_LIGHT_MODEL_LOCAL_VIEWER
		/// </summary>
		public const uint LightModelLocalViewer = 0x0B51;

		/// <summary>
		/// GL_LIGHT_MODEL_TWO_SIDE
		/// </summary>
		public const uint LightModelTwoSide = 0x0B52;

		/// <summary>
		/// GL_LIGHT0
		/// </summary>
		public const uint Light0 = 0x4000;

		/// <summary>
		/// GL_LIGHT1
		/// </summary>
		public const uint Light1 = 0x4001;

		/// <summary>
		/// GL_LIGHT2
		/// </summary>
		public const uint Light2 = 0x4002;

		/// <summary>
		/// GL_LIGHT3
		/// </summary>
		public const uint Light3 = 0x4003;

		/// <summary>
		/// GL_LIGHT4
		/// </summary>
		public const uint Light4 = 0x4004;

		/// <summary>
		/// GL_LIGHT5
		/// </summary>
		public const uint Light5 = 0x4005;

		/// <summary>
		/// GL_LIGHT6
		/// </summary>
		public const uint Light6 = 0x4006;

		/// <summary>
		/// GL_LIGHT7
		/// </summary>
		public const uint Light7 = 0x4007;

		/// <summary>
		/// GL_LIGHTING
		/// </summary>
		public const uint Lighting = 0x0B50;

		/// <summary>
		/// GL_LIGHTING_BIT
		/// </summary>
		public const ulong LightingBit = 0x00000040;

		/// <summary>
		/// GL_LINE
		/// </summary>
		public const uint Line = 0x1B01;

		/// <summary>
		/// GL_LINE_BIT
		/// </summary>
		public const ulong LineBit = 0x00000004;

		/// <summary>
		/// GL_LINE_LOOP
		/// </summary>
		public const uint LineLoop = 0x0002;

		/// <summary>
		/// GL_LINE_RESET_TOKEN
		/// </summary>
		public const uint LineResetToken = 0x0707;

		/// <summary>
		/// GL_LINE_SMOOTH
		/// </summary>
		public const uint LineSmooth = 0x0B20;

		/// <summary>
		/// GL_LINE_SMOOTH_HINT
		/// </summary>
		public const uint LineSmoothHint = 0x0C52;

		/// <summary>
		/// GL_LINE_STIPPLE
		/// </summary>
		public const uint LineStipple = 0x0B24;

		/// <summary>
		/// GL_LINE_STIPPLE_PATTERN
		/// </summary>
		public const uint LineStipplePattern = 0x0B25;

		/// <summary>
		/// GL_LINE_STIPPLE_REPEAT
		/// </summary>
		public const uint LineStippleRepeat = 0x0B26;

		/// <summary>
		/// GL_LINE_STRIP
		/// </summary>
		public const uint LineStrip = 0x0003;

		/// <summary>
		/// GL_LINE_STRIP_ADJACENCY
		/// </summary>
		public const uint LineStripAdjacency = 0x000B;

		/// <summary>
		/// GL_LINE_TOKEN
		/// </summary>
		public const uint LineToken = 0x0702;

		/// <summary>
		/// GL_LINE_WIDTH
		/// </summary>
		public const uint LineWidth = 0x0B21;

		/// <summary>
		/// GL_LINE_WIDTH_GRANULARITY
		/// </summary>
		public const uint LineWidthGranularity = 0x0B23;

		/// <summary>
		/// GL_LINE_WIDTH_RANGE
		/// </summary>
		public const uint LineWidthRange = 0x0B22;

		/// <summary>
		/// GL_LINEAR
		/// </summary>
		public const uint Linear = 0x2601;

		/// <summary>
		/// GL_LINEAR_ATTENUATION
		/// </summary>
		public const uint LinearAttenuation = 0x1208;

		/// <summary>
		/// GL_LINEAR_MIPMAP_LINEAR
		/// </summary>
		public const uint LinearMipmapLinear = 0x2703;

		/// <summary>
		/// GL_LINEAR_MIPMAP_NEAREST
		/// </summary>
		public const uint LinearMipmapNearest = 0x2701;

		/// <summary>
		/// GL_LINES
		/// </summary>
		public const uint Lines = 0x0001;

		/// <summary>
		/// GL_LINES_ADJACENCY
		/// </summary>
		public const uint LinesAdjacency = 0x000A;

		/// <summary>
		/// GL_LINK_STATUS
		/// </summary>
		public const uint LinkStatus = 0x8B82;

		/// <summary>
		/// GL_LIST_BASE
		/// </summary>
		public const uint ListBase = 0x0B32;

		/// <summary>
		/// GL_LIST_BIT
		/// </summary>
		public const ulong ListBit = 0x00020000;

		/// <summary>
		/// GL_LIST_INDEX
		/// </summary>
		public const uint ListIndex = 0x0B33;

		/// <summary>
		/// GL_LIST_MODE
		/// </summary>
		public const uint ListMode = 0x0B30;

		/// <summary>
		/// GL_LOAD
		/// </summary>
		public const uint Load = 0x0101;

		/// <summary>
		/// GL_LOCATION
		/// </summary>
		public const uint Location = 0x930E;

		/// <summary>
		/// GL_LOCATION_COMPONENT
		/// </summary>
		public const uint LocationComponent = 0x934A;

		/// <summary>
		/// GL_LOCATION_INDEX
		/// </summary>
		public const uint LocationIndex = 0x930F;

		/// <summary>
		/// GL_LOGIC_OP
		/// </summary>
		public const uint LogicOp = 0x0BF1;

		/// <summary>
		/// GL_LOGIC_OP_MODE
		/// </summary>
		public const uint LogicOpMode = 0x0BF0;

		/// <summary>
		/// GL_LOW_FLOAT
		/// </summary>
		public const uint LowFloat = 0x8DF0;

		/// <summary>
		/// GL_LOW_INT
		/// </summary>
		public const uint LowInt = 0x8DF3;

		/// <summary>
		/// GL_LOWER_LEFT
		/// </summary>
		public const uint LowerLeft = 0x8CA1;

		/// <summary>
		/// GL_LUMINANCE
		/// </summary>
		public const uint Luminance = 0x1909;

		/// <summary>
		/// GL_LUMINANCE_ALPHA
		/// </summary>
		public const uint LuminanceAlpha = 0x190A;

		/// <summary>
		/// GL_LUMINANCE_ALPHA_SNORM
		/// </summary>
		public const uint LuminanceAlphaSnorm = 0x9012;

		/// <summary>
		/// GL_LUMINANCE_SNORM
		/// </summary>
		public const uint LuminanceSnorm = 0x9011;

		/// <summary>
		/// GL_LUMINANCE12
		/// </summary>
		public const uint Luminance12 = 0x8041;

		/// <summary>
		/// GL_LUMINANCE12_ALPHA12
		/// </summary>
		public const uint Luminance12Alpha12 = 0x8047;

		/// <summary>
		/// GL_LUMINANCE12_ALPHA4
		/// </summary>
		public const uint Luminance12Alpha4 = 0x8046;

		/// <summary>
		/// GL_LUMINANCE16
		/// </summary>
		public const uint Luminance16 = 0x8042;

		/// <summary>
		/// GL_LUMINANCE16_ALPHA16
		/// </summary>
		public const uint Luminance16Alpha16 = 0x8048;

		/// <summary>
		/// GL_LUMINANCE16_ALPHA16_SNORM
		/// </summary>
		public const uint Luminance16Alpha16Snorm = 0x901A;

		/// <summary>
		/// GL_LUMINANCE16_SNORM
		/// </summary>
		public const uint Luminance16Snorm = 0x9019;

		/// <summary>
		/// GL_LUMINANCE4
		/// </summary>
		public const uint Luminance4 = 0x803F;

		/// <summary>
		/// GL_LUMINANCE4_ALPHA4
		/// </summary>
		public const uint Luminance4Alpha4 = 0x8043;

		/// <summary>
		/// GL_LUMINANCE6_ALPHA2
		/// </summary>
		public const uint Luminance6Alpha2 = 0x8044;

		/// <summary>
		/// GL_LUMINANCE8
		/// </summary>
		public const uint Luminance8 = 0x8040;

		/// <summary>
		/// GL_LUMINANCE8_ALPHA8
		/// </summary>
		public const uint Luminance8Alpha8 = 0x8045;

		/// <summary>
		/// GL_LUMINANCE8_ALPHA8_SNORM
		/// </summary>
		public const uint Luminance8Alpha8Snorm = 0x9016;

		/// <summary>
		/// GL_LUMINANCE8_SNORM
		/// </summary>
		public const uint Luminance8Snorm = 0x9015;

		/// <summary>
		/// GL_MAJOR_VERSION
		/// </summary>
		public const uint MajorVersion = 0x821B;

		/// <summary>
		/// GL_MALI_PROGRAM_BINARY_ARM
		/// </summary>
		public const uint MaliProgramBinaryArm = 0x8F61;

		/// <summary>
		/// GL_MALI_SHADER_BINARY_ARM
		/// </summary>
		public const uint MaliShaderBinaryArm = 0x8F60;

		/// <summary>
		/// GL_MANUAL_GENERATE_MIPMAP
		/// </summary>
		public const uint ManualGenerateMipmap = 0x8294;

		/// <summary>
		/// GL_MAP_COHERENT_BIT
		/// </summary>
		public const uint MapCoherentBit = 0x0080;

		/// <summary>
		/// GL_MAP_COLOR
		/// </summary>
		public const uint MapColor = 0x0D10;

		/// <summary>
		/// GL_MAP_FLUSH_EXPLICIT_BIT
		/// </summary>
		public const uint MapFlushExplicitBit = 0x0010;

		/// <summary>
		/// GL_MAP_INVALIDATE_BUFFER_BIT
		/// </summary>
		public const uint MapInvalidateBufferBit = 0x0008;

		/// <summary>
		/// GL_MAP_INVALIDATE_RANGE_BIT
		/// </summary>
		public const uint MapInvalidateRangeBit = 0x0004;

		/// <summary>
		/// GL_MAP_PERSISTENT_BIT
		/// </summary>
		public const uint MapPersistentBit = 0x0040;

		/// <summary>
		/// GL_MAP_READ_BIT
		/// </summary>
		public const uint MapReadBit = 0x0001;

		/// <summary>
		/// GL_MAP_STENCIL
		/// </summary>
		public const uint MapStencil = 0x0D11;

		/// <summary>
		/// GL_MAP_UNSYNCHRONIZED_BIT
		/// </summary>
		public const uint MapUnsynchronizedBit = 0x0020;

		/// <summary>
		/// GL_MAP_WRITE_BIT
		/// </summary>
		public const uint MapWriteBit = 0x0002;

		/// <summary>
		/// GL_MAP1_COLOR_4
		/// </summary>
		public const uint Map1Color4 = 0x0D90;

		/// <summary>
		/// GL_MAP1_GRID_DOMAIN
		/// </summary>
		public const uint Map1GridDomain = 0x0DD0;

		/// <summary>
		/// GL_MAP1_GRID_SEGMENTS
		/// </summary>
		public const uint Map1GridSegments = 0x0DD1;

		/// <summary>
		/// GL_MAP1_INDEX
		/// </summary>
		public const uint Map1Index = 0x0D91;

		/// <summary>
		/// GL_MAP1_NORMAL
		/// </summary>
		public const uint Map1Normal = 0x0D92;

		/// <summary>
		/// GL_MAP1_TEXTURE_COORD_1
		/// </summary>
		public const uint Map1TextureCoord1 = 0x0D93;

		/// <summary>
		/// GL_MAP1_TEXTURE_COORD_2
		/// </summary>
		public const uint Map1TextureCoord2 = 0x0D94;

		/// <summary>
		/// GL_MAP1_TEXTURE_COORD_3
		/// </summary>
		public const uint Map1TextureCoord3 = 0x0D95;

		/// <summary>
		/// GL_MAP1_TEXTURE_COORD_4
		/// </summary>
		public const uint Map1TextureCoord4 = 0x0D96;

		/// <summary>
		/// GL_MAP1_VERTEX_3
		/// </summary>
		public const uint Map1Vertex3 = 0x0D97;

		/// <summary>
		/// GL_MAP1_VERTEX_4
		/// </summary>
		public const uint Map1Vertex4 = 0x0D98;

		/// <summary>
		/// GL_MAP2_COLOR_4
		/// </summary>
		public const uint Map2Color4 = 0x0DB0;

		/// <summary>
		/// GL_MAP2_GRID_DOMAIN
		/// </summary>
		public const uint Map2GridDomain = 0x0DD2;

		/// <summary>
		/// GL_MAP2_GRID_SEGMENTS
		/// </summary>
		public const uint Map2GridSegments = 0x0DD3;

		/// <summary>
		/// GL_MAP2_INDEX
		/// </summary>
		public const uint Map2Index = 0x0DB1;

		/// <summary>
		/// GL_MAP2_NORMAL
		/// </summary>
		public const uint Map2Normal = 0x0DB2;

		/// <summary>
		/// GL_MAP2_TEXTURE_COORD_1
		/// </summary>
		public const uint Map2TextureCoord1 = 0x0DB3;

		/// <summary>
		/// GL_MAP2_TEXTURE_COORD_2
		/// </summary>
		public const uint Map2TextureCoord2 = 0x0DB4;

		/// <summary>
		/// GL_MAP2_TEXTURE_COORD_3
		/// </summary>
		public const uint Map2TextureCoord3 = 0x0DB5;

		/// <summary>
		/// GL_MAP2_TEXTURE_COORD_4
		/// </summary>
		public const uint Map2TextureCoord4 = 0x0DB6;

		/// <summary>
		/// GL_MAP2_VERTEX_3
		/// </summary>
		public const uint Map2Vertex3 = 0x0DB7;

		/// <summary>
		/// GL_MAP2_VERTEX_4
		/// </summary>
		public const uint Map2Vertex4 = 0x0DB8;

		/// <summary>
		/// GL_MATRIX_MODE
		/// </summary>
		public const uint MatrixMode = 0x0BA0;

		/// <summary>
		/// GL_MATRIX_STRIDE
		/// </summary>
		public const uint MatrixStride = 0x92FF;

		/// <summary>
		/// GL_MAX
		/// </summary>
		public const uint Max = 0x8008;

		/// <summary>
		/// GL_MAX_3D_TEXTURE_SIZE
		/// </summary>
		public const uint Max3DTextureSize = 0x8073;

		/// <summary>
		/// GL_MAX_ARRAY_TEXTURE_LAYERS
		/// </summary>
		public const uint MaxArrayTextureLayers = 0x88FF;

		/// <summary>
		/// GL_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS
		/// </summary>
		public const uint MaxAtomicCounterBufferBindings = 0x92DC;

		/// <summary>
		/// GL_MAX_ATOMIC_COUNTER_BUFFER_SIZE
		/// </summary>
		public const uint MaxAtomicCounterBufferSize = 0x92D8;

		/// <summary>
		/// GL_MAX_ATTRIB_STACK_DEPTH
		/// </summary>
		public const uint MaxAttribStackDepth = 0x0D35;

		/// <summary>
		/// GL_MAX_CLIENT_ATTRIB_STACK_DEPTH
		/// </summary>
		public const uint MaxClientAttribStackDepth = 0x0D3B;

		/// <summary>
		/// GL_MAX_CLIP_DISTANCES
		/// </summary>
		public const uint MaxClipDistances = 0x0D32;

		/// <summary>
		/// GL_MAX_CLIP_PLANES
		/// </summary>
		public const uint MaxClipPlanes = 0x0D32;

		/// <summary>
		/// GL_MAX_CLIP_PLANES_IMG
		/// </summary>
		public const uint MaxClipPlanesImg = 0x0D32;

		/// <summary>
		/// GL_MAX_COLOR_ATTACHMENTS
		/// </summary>
		public const uint MaxColorAttachments = 0x8CDF;

		/// <summary>
		/// GL_MAX_COLOR_MATRIX_STACK_DEPTH
		/// </summary>
		public const uint MaxColorMatrixStackDepth = 0x80B3;

		/// <summary>
		/// GL_MAX_COLOR_TEXTURE_SAMPLES
		/// </summary>
		public const uint MaxColorTextureSamples = 0x910E;

		/// <summary>
		/// GL_MAX_COMBINED_ATOMIC_COUNTER_BUFFERS
		/// </summary>
		public const uint MaxCombinedAtomicCounterBuffers = 0x92D1;

		/// <summary>
		/// GL_MAX_COMBINED_ATOMIC_COUNTERS
		/// </summary>
		public const uint MaxCombinedAtomicCounters = 0x92D7;

		/// <summary>
		/// GL_MAX_COMBINED_COMPUTE_UNIFORM_COMPONENTS
		/// </summary>
		public const uint MaxCombinedComputeUniformComponents = 0x8266;

		/// <summary>
		/// GL_MAX_COMBINED_DIMENSIONS
		/// </summary>
		public const uint MaxCombinedDimensions = 0x8282;

		/// <summary>
		/// GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS
		/// </summary>
		public const uint MaxCombinedFragmentUniformComponents = 0x8A33;

		/// <summary>
		/// GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS
		/// </summary>
		public const uint MaxCombinedGeometryUniformComponents = 0x8A32;

		/// <summary>
		/// GL_MAX_COMBINED_IMAGE_UNIFORMS
		/// </summary>
		public const uint MaxCombinedImageUniforms = 0x90CF;

		/// <summary>
		/// GL_MAX_COMBINED_IMAGE_UNITS_AND_FRAGMENT_OUTPUTS
		/// </summary>
		public const uint MaxCombinedImageUnitsAndFragmentOutputs = 0x8F39;

		/// <summary>
		/// GL_MAX_COMBINED_SHADER_OUTPUT_RESOURCES
		/// </summary>
		public const uint MaxCombinedShaderOutputResources = 0x8F39;

		/// <summary>
		/// GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS
		/// </summary>
		public const uint MaxCombinedShaderStorageBlocks = 0x90DC;

		/// <summary>
		/// GL_MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS
		/// </summary>
		public const uint MaxCombinedTessControlUniformComponents = 0x8E1E;

		/// <summary>
		/// GL_MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS
		/// </summary>
		public const uint MaxCombinedTessEvaluationUniformComponents = 0x8E1F;

		/// <summary>
		/// GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS
		/// </summary>
		public const uint MaxCombinedTextureImageUnits = 0x8B4D;

		/// <summary>
		/// GL_MAX_COMBINED_UNIFORM_BLOCKS
		/// </summary>
		public const uint MaxCombinedUniformBlocks = 0x8A2E;

		/// <summary>
		/// GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS
		/// </summary>
		public const uint MaxCombinedVertexUniformComponents = 0x8A31;

		/// <summary>
		/// GL_MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS
		/// </summary>
		public const uint MaxComputeAtomicCounterBuffers = 0x8264;

		/// <summary>
		/// GL_MAX_COMPUTE_ATOMIC_COUNTERS
		/// </summary>
		public const uint MaxComputeAtomicCounters = 0x8265;

		/// <summary>
		/// GL_MAX_COMPUTE_IMAGE_UNIFORMS
		/// </summary>
		public const uint MaxComputeImageUniforms = 0x91BD;

		/// <summary>
		/// GL_MAX_COMPUTE_LOCAL_INVOCATIONS
		/// </summary>
		public const uint MaxComputeLocalInvocations = 0x90EB;

		/// <summary>
		/// GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS
		/// </summary>
		public const uint MaxComputeShaderStorageBlocks = 0x90DB;

		/// <summary>
		/// GL_MAX_COMPUTE_SHARED_MEMORY_SIZE
		/// </summary>
		public const uint MaxComputeSharedMemorySize = 0x8262;

		/// <summary>
		/// GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS
		/// </summary>
		public const uint MaxComputeTextureImageUnits = 0x91BC;

		/// <summary>
		/// GL_MAX_COMPUTE_UNIFORM_BLOCKS
		/// </summary>
		public const uint MaxComputeUniformBlocks = 0x91BB;

		/// <summary>
		/// GL_MAX_COMPUTE_UNIFORM_COMPONENTS
		/// </summary>
		public const uint MaxComputeUniformComponents = 0x8263;

		/// <summary>
		/// GL_MAX_COMPUTE_WORK_GROUP_COUNT
		/// </summary>
		public const uint MaxComputeWorkGroupCount = 0x91BE;

		/// <summary>
		/// GL_MAX_COMPUTE_WORK_GROUP_SIZE
		/// </summary>
		public const uint MaxComputeWorkGroupSize = 0x91BF;

		/// <summary>
		/// GL_MAX_CONVOLUTION_HEIGHT
		/// </summary>
		public const uint MaxConvolutionHeight = 0x801B;

		/// <summary>
		/// GL_MAX_CONVOLUTION_WIDTH
		/// </summary>
		public const uint MaxConvolutionWidth = 0x801A;

		/// <summary>
		/// GL_MAX_CUBE_MAP_TEXTURE_SIZE
		/// </summary>
		public const uint MaxCubeMapTextureSize = 0x851C;

		/// <summary>
		/// GL_MAX_DEBUG_GROUP_STACK_DEPTH
		/// </summary>
		public const uint MaxDebugGroupStackDepth = 0x826C;

		/// <summary>
		/// GL_MAX_DEBUG_GROUP_STACK_DEPTH_KHR
		/// </summary>
		public const uint MaxDebugGroupStackDepthKhr = 0x826C;

		/// <summary>
		/// GL_MAX_DEBUG_LOGGED_MESSAGES
		/// </summary>
		public const uint MaxDebugLoggedMessages = 0x9144;

		/// <summary>
		/// GL_MAX_DEBUG_LOGGED_MESSAGES_KHR
		/// </summary>
		public const uint MaxDebugLoggedMessagesKhr = 0x9144;

		/// <summary>
		/// GL_MAX_DEBUG_MESSAGE_LENGTH
		/// </summary>
		public const uint MaxDebugMessageLength = 0x9143;

		/// <summary>
		/// GL_MAX_DEBUG_MESSAGE_LENGTH_KHR
		/// </summary>
		public const uint MaxDebugMessageLengthKhr = 0x9143;

		/// <summary>
		/// GL_MAX_DEPTH
		/// </summary>
		public const uint MaxDepth = 0x8280;

		/// <summary>
		/// GL_MAX_DEPTH_TEXTURE_SAMPLES
		/// </summary>
		public const uint MaxDepthTextureSamples = 0x910F;

		/// <summary>
		/// GL_MAX_DRAW_BUFFERS
		/// </summary>
		public const uint MaxDrawBuffers = 0x8824;

		/// <summary>
		/// GL_MAX_DUAL_SOURCE_DRAW_BUFFERS
		/// </summary>
		public const uint MaxDualSourceDrawBuffers = 0x88FC;

		/// <summary>
		/// GL_MAX_ELEMENT_INDEX
		/// </summary>
		public const uint MaxElementIndex = 0x8D6B;

		/// <summary>
		/// GL_MAX_ELEMENTS_INDICES
		/// </summary>
		public const uint MaxElementsIndices = 0x80E9;

		/// <summary>
		/// GL_MAX_ELEMENTS_VERTICES
		/// </summary>
		public const uint MaxElementsVertices = 0x80E8;

		/// <summary>
		/// GL_MAX_EVAL_ORDER
		/// </summary>
		public const uint MaxEvalOrder = 0x0D30;

		/// <summary>
		/// GL_MAX_FRAGMENT_ATOMIC_COUNTER_BUFFERS
		/// </summary>
		public const uint MaxFragmentAtomicCounterBuffers = 0x92D0;

		/// <summary>
		/// GL_MAX_FRAGMENT_ATOMIC_COUNTERS
		/// </summary>
		public const uint MaxFragmentAtomicCounters = 0x92D6;

		/// <summary>
		/// GL_MAX_FRAGMENT_IMAGE_UNIFORMS
		/// </summary>
		public const uint MaxFragmentImageUniforms = 0x90CE;

		/// <summary>
		/// GL_MAX_FRAGMENT_INPUT_COMPONENTS
		/// </summary>
		public const uint MaxFragmentInputComponents = 0x9125;

		/// <summary>
		/// GL_MAX_FRAGMENT_INTERPOLATION_OFFSET
		/// </summary>
		public const uint MaxFragmentInterpolationOffset = 0x8E5C;

		/// <summary>
		/// GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS
		/// </summary>
		public const uint MaxFragmentShaderStorageBlocks = 0x90DA;

		/// <summary>
		/// GL_MAX_FRAGMENT_UNIFORM_BLOCKS
		/// </summary>
		public const uint MaxFragmentUniformBlocks = 0x8A2D;

		/// <summary>
		/// GL_MAX_FRAGMENT_UNIFORM_COMPONENTS
		/// </summary>
		public const uint MaxFragmentUniformComponents = 0x8B49;

		/// <summary>
		/// GL_MAX_FRAGMENT_UNIFORM_VECTORS
		/// </summary>
		public const uint MaxFragmentUniformVectors = 0x8DFD;

		/// <summary>
		/// GL_MAX_FRAMEBUFFER_HEIGHT
		/// </summary>
		public const uint MaxFramebufferHeight = 0x9316;

		/// <summary>
		/// GL_MAX_FRAMEBUFFER_LAYERS
		/// </summary>
		public const uint MaxFramebufferLayers = 0x9317;

		/// <summary>
		/// GL_MAX_FRAMEBUFFER_SAMPLES
		/// </summary>
		public const uint MaxFramebufferSamples = 0x9318;

		/// <summary>
		/// GL_MAX_FRAMEBUFFER_WIDTH
		/// </summary>
		public const uint MaxFramebufferWidth = 0x9315;

		/// <summary>
		/// GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS
		/// </summary>
		public const uint MaxGeometryAtomicCounterBuffers = 0x92CF;

		/// <summary>
		/// GL_MAX_GEOMETRY_ATOMIC_COUNTERS
		/// </summary>
		public const uint MaxGeometryAtomicCounters = 0x92D5;

		/// <summary>
		/// GL_MAX_GEOMETRY_IMAGE_UNIFORMS
		/// </summary>
		public const uint MaxGeometryImageUniforms = 0x90CD;

		/// <summary>
		/// GL_MAX_GEOMETRY_INPUT_COMPONENTS
		/// </summary>
		public const uint MaxGeometryInputComponents = 0x9123;

		/// <summary>
		/// GL_MAX_GEOMETRY_OUTPUT_COMPONENTS
		/// </summary>
		public const uint MaxGeometryOutputComponents = 0x9124;

		/// <summary>
		/// GL_MAX_GEOMETRY_OUTPUT_VERTICES
		/// </summary>
		public const uint MaxGeometryOutputVertices = 0x8DE0;

		/// <summary>
		/// GL_MAX_GEOMETRY_SHADER_INVOCATIONS
		/// </summary>
		public const uint MaxGeometryShaderInvocations = 0x8E5A;

		/// <summary>
		/// GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS
		/// </summary>
		public const uint MaxGeometryShaderStorageBlocks = 0x90D7;

		/// <summary>
		/// GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS
		/// </summary>
		public const uint MaxGeometryTextureImageUnits = 0x8C29;

		/// <summary>
		/// GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS
		/// </summary>
		public const uint MaxGeometryTotalOutputComponents = 0x8DE1;

		/// <summary>
		/// GL_MAX_GEOMETRY_UNIFORM_BLOCKS
		/// </summary>
		public const uint MaxGeometryUniformBlocks = 0x8A2C;

		/// <summary>
		/// GL_MAX_GEOMETRY_UNIFORM_COMPONENTS
		/// </summary>
		public const uint MaxGeometryUniformComponents = 0x8DDF;

		/// <summary>
		/// GL_MAX_HEIGHT
		/// </summary>
		public const uint MaxHeight = 0x827F;

		/// <summary>
		/// GL_MAX_IMAGE_SAMPLES
		/// </summary>
		public const uint MaxImageSamples = 0x906D;

		/// <summary>
		/// GL_MAX_IMAGE_UNITS
		/// </summary>
		public const uint MaxImageUnits = 0x8F38;

		/// <summary>
		/// GL_MAX_INTEGER_SAMPLES
		/// </summary>
		public const uint MaxIntegerSamples = 0x9110;

		/// <summary>
		/// GL_MAX_LABEL_LENGTH
		/// </summary>
		public const uint MaxLabelLength = 0x82E8;

		/// <summary>
		/// GL_MAX_LABEL_LENGTH_KHR
		/// </summary>
		public const uint MaxLabelLengthKhr = 0x82E8;

		/// <summary>
		/// GL_MAX_LAYERS
		/// </summary>
		public const uint MaxLayers = 0x8281;

		/// <summary>
		/// GL_MAX_LIGHTS
		/// </summary>
		public const uint MaxLights = 0x0D31;

		/// <summary>
		/// GL_MAX_LIST_NESTING
		/// </summary>
		public const uint MaxListNesting = 0x0B31;

		/// <summary>
		/// GL_MAX_MODELVIEW_STACK_DEPTH
		/// </summary>
		public const uint MaxModelviewStackDepth = 0x0D36;

		/// <summary>
		/// GL_MAX_NAME_LENGTH
		/// </summary>
		public const uint MaxNameLength = 0x92F6;

		/// <summary>
		/// GL_MAX_NAME_STACK_DEPTH
		/// </summary>
		public const uint MaxNameStackDepth = 0x0D37;

		/// <summary>
		/// GL_MAX_NUM_ACTIVE_VARIABLES
		/// </summary>
		public const uint MaxNumActiveVariables = 0x92F7;

		/// <summary>
		/// GL_MAX_NUM_COMPATIBLE_SUBROUTINES
		/// </summary>
		public const uint MaxNumCompatibleSubroutines = 0x92F8;

		/// <summary>
		/// GL_MAX_PATCH_VERTICES
		/// </summary>
		public const uint MaxPatchVertices = 0x8E7D;

		/// <summary>
		/// GL_MAX_PIXEL_MAP_TABLE
		/// </summary>
		public const uint MaxPixelMapTable = 0x0D34;

		/// <summary>
		/// GL_MAX_PROGRAM_TEXEL_OFFSET
		/// </summary>
		public const uint MaxProgramTexelOffset = 0x8905;

		/// <summary>
		/// GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET
		/// </summary>
		public const uint MaxProgramTextureGatherOffset = 0x8E5F;

		/// <summary>
		/// GL_MAX_PROJECTION_STACK_DEPTH
		/// </summary>
		public const uint MaxProjectionStackDepth = 0x0D38;

		/// <summary>
		/// GL_MAX_RECTANGLE_TEXTURE_SIZE
		/// </summary>
		public const uint MaxRectangleTextureSize = 0x84F8;

		/// <summary>
		/// GL_MAX_RENDERBUFFER_SIZE
		/// </summary>
		public const uint MaxRenderbufferSize = 0x84E8;

		/// <summary>
		/// GL_MAX_SAMPLE_MASK_WORDS
		/// </summary>
		public const uint MaxSampleMaskWords = 0x8E59;

		/// <summary>
		/// GL_MAX_SAMPLES
		/// </summary>
		public const uint MaxSamples = 0x8D57;

		/// <summary>
		/// GL_MAX_SAMPLES_ANGLE
		/// </summary>
		public const uint MaxSamplesAngle = 0x8D57;

		/// <summary>
		/// GL_MAX_SAMPLES_IMG
		/// </summary>
		public const uint MaxSamplesImg = 0x9135;

		/// <summary>
		/// GL_MAX_SERVER_WAIT_TIMEOUT
		/// </summary>
		public const uint MaxServerWaitTimeout = 0x9111;

		/// <summary>
		/// GL_MAX_SHADER_STORAGE_BLOCK_SIZE
		/// </summary>
		public const uint MaxShaderStorageBlockSize = 0x90DE;

		/// <summary>
		/// GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS
		/// </summary>
		public const uint MaxShaderStorageBufferBindings = 0x90DD;

		/// <summary>
		/// GL_MAX_SPARSE_ARRAY_TEXTURE_LAYERS
		/// </summary>
		public const uint MaxSparseArrayTextureLayers = 0x919A;

		/// <summary>
		/// GL_MAX_SUBROUTINE_UNIFORM_LOCATIONS
		/// </summary>
		public const uint MaxSubroutineUniformLocations = 0x8DE8;

		/// <summary>
		/// GL_MAX_SUBROUTINES
		/// </summary>
		public const uint MaxSubroutines = 0x8DE7;

		/// <summary>
		/// GL_MAX_TESS_CONTROL_ATOMIC_COUNTER_BUFFERS
		/// </summary>
		public const uint MaxTessControlAtomicCounterBuffers = 0x92CD;

		/// <summary>
		/// GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS
		/// </summary>
		public const uint MaxTessControlAtomicCounters = 0x92D3;

		/// <summary>
		/// GL_MAX_TESS_CONTROL_IMAGE_UNIFORMS
		/// </summary>
		public const uint MaxTessControlImageUniforms = 0x90CB;

		/// <summary>
		/// GL_MAX_TESS_CONTROL_INPUT_COMPONENTS
		/// </summary>
		public const uint MaxTessControlInputComponents = 0x886C;

		/// <summary>
		/// GL_MAX_TESS_CONTROL_OUTPUT_COMPONENTS
		/// </summary>
		public const uint MaxTessControlOutputComponents = 0x8E83;

		/// <summary>
		/// GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS
		/// </summary>
		public const uint MaxTessControlShaderStorageBlocks = 0x90D8;

		/// <summary>
		/// GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS
		/// </summary>
		public const uint MaxTessControlTextureImageUnits = 0x8E81;

		/// <summary>
		/// GL_MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS
		/// </summary>
		public const uint MaxTessControlTotalOutputComponents = 0x8E85;

		/// <summary>
		/// GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS
		/// </summary>
		public const uint MaxTessControlUniformBlocks = 0x8E89;

		/// <summary>
		/// GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS
		/// </summary>
		public const uint MaxTessControlUniformComponents = 0x8E7F;

		/// <summary>
		/// GL_MAX_TESS_EVALUATION_ATOMIC_COUNTER_BUFFERS
		/// </summary>
		public const uint MaxTessEvaluationAtomicCounterBuffers = 0x92CE;

		/// <summary>
		/// GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS
		/// </summary>
		public const uint MaxTessEvaluationAtomicCounters = 0x92D4;

		/// <summary>
		/// GL_MAX_TESS_EVALUATION_IMAGE_UNIFORMS
		/// </summary>
		public const uint MaxTessEvaluationImageUniforms = 0x90CC;

		/// <summary>
		/// GL_MAX_TESS_EVALUATION_INPUT_COMPONENTS
		/// </summary>
		public const uint MaxTessEvaluationInputComponents = 0x886D;

		/// <summary>
		/// GL_MAX_TESS_EVALUATION_OUTPUT_COMPONENTS
		/// </summary>
		public const uint MaxTessEvaluationOutputComponents = 0x8E86;

		/// <summary>
		/// GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS
		/// </summary>
		public const uint MaxTessEvaluationShaderStorageBlocks = 0x90D9;

		/// <summary>
		/// GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS
		/// </summary>
		public const uint MaxTessEvaluationTextureImageUnits = 0x8E82;

		/// <summary>
		/// GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS
		/// </summary>
		public const uint MaxTessEvaluationUniformBlocks = 0x8E8A;

		/// <summary>
		/// GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS
		/// </summary>
		public const uint MaxTessEvaluationUniformComponents = 0x8E80;

		/// <summary>
		/// GL_MAX_TESS_GEN_LEVEL
		/// </summary>
		public const uint MaxTessGenLevel = 0x8E7E;

		/// <summary>
		/// GL_MAX_TESS_PATCH_COMPONENTS
		/// </summary>
		public const uint MaxTessPatchComponents = 0x8E84;

		/// <summary>
		/// GL_MAX_TEXTURE_BUFFER_SIZE
		/// </summary>
		public const uint MaxTextureBufferSize = 0x8C2B;

		/// <summary>
		/// GL_MAX_TEXTURE_COORDS
		/// </summary>
		public const uint MaxTextureCoords = 0x8871;

		/// <summary>
		/// GL_MAX_TEXTURE_IMAGE_UNITS
		/// </summary>
		public const uint MaxTextureImageUnits = 0x8872;

		/// <summary>
		/// GL_MAX_TEXTURE_LOD_BIAS
		/// </summary>
		public const uint MaxTextureLodBias = 0x84FD;

		/// <summary>
		/// GL_MAX_TEXTURE_SIZE
		/// </summary>
		public const uint MaxTextureSize = 0x0D33;

		/// <summary>
		/// GL_MAX_TEXTURE_STACK_DEPTH
		/// </summary>
		public const uint MaxTextureStackDepth = 0x0D39;

		/// <summary>
		/// GL_MAX_TEXTURE_UNITS
		/// </summary>
		public const uint MaxTextureUnits = 0x84E2;

		/// <summary>
		/// GL_MAX_TRANSFORM_FEEDBACK_BUFFERS
		/// </summary>
		public const uint MaxTransformFeedbackBuffers = 0x8E70;

		/// <summary>
		/// GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS
		/// </summary>
		public const uint MaxTransformFeedbackInterleavedComponents = 0x8C8A;

		/// <summary>
		/// GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS
		/// </summary>
		public const uint MaxTransformFeedbackSeparateAttribs = 0x8C8B;

		/// <summary>
		/// GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS
		/// </summary>
		public const uint MaxTransformFeedbackSeparateComponents = 0x8C80;

		/// <summary>
		/// GL_MAX_UNIFORM_BLOCK_SIZE
		/// </summary>
		public const uint MaxUniformBlockSize = 0x8A30;

		/// <summary>
		/// GL_MAX_UNIFORM_BUFFER_BINDINGS
		/// </summary>
		public const uint MaxUniformBufferBindings = 0x8A2F;

		/// <summary>
		/// GL_MAX_UNIFORM_LOCATIONS
		/// </summary>
		public const uint MaxUniformLocations = 0x826E;

		/// <summary>
		/// GL_MAX_VARYING_COMPONENTS
		/// </summary>
		public const uint MaxVaryingComponents = 0x8B4B;

		/// <summary>
		/// GL_MAX_VARYING_FLOATS
		/// </summary>
		public const uint MaxVaryingFloats = 0x8B4B;

		/// <summary>
		/// GL_MAX_VARYING_VECTORS
		/// </summary>
		public const uint MaxVaryingVectors = 0x8DFC;

		/// <summary>
		/// GL_MAX_VERTEX_ATOMIC_COUNTER_BUFFERS
		/// </summary>
		public const uint MaxVertexAtomicCounterBuffers = 0x92CC;

		/// <summary>
		/// GL_MAX_VERTEX_ATOMIC_COUNTERS
		/// </summary>
		public const uint MaxVertexAtomicCounters = 0x92D2;

		/// <summary>
		/// GL_MAX_VERTEX_ATTRIB_BINDINGS
		/// </summary>
		public const uint MaxVertexAttribBindings = 0x82DA;

		/// <summary>
		/// GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET
		/// </summary>
		public const uint MaxVertexAttribRelativeOffset = 0x82D9;

		/// <summary>
		/// GL_MAX_VERTEX_ATTRIB_STRIDE
		/// </summary>
		public const uint MaxVertexAttribStride = 0x82E5;

		/// <summary>
		/// GL_MAX_VERTEX_ATTRIBS
		/// </summary>
		public const uint MaxVertexAttribs = 0x8869;

		/// <summary>
		/// GL_MAX_VERTEX_IMAGE_UNIFORMS
		/// </summary>
		public const uint MaxVertexImageUniforms = 0x90CA;

		/// <summary>
		/// GL_MAX_VERTEX_OUTPUT_COMPONENTS
		/// </summary>
		public const uint MaxVertexOutputComponents = 0x9122;

		/// <summary>
		/// GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS
		/// </summary>
		public const uint MaxVertexShaderStorageBlocks = 0x90D6;

		/// <summary>
		/// GL_MAX_VERTEX_STREAMS
		/// </summary>
		public const uint MaxVertexStreams = 0x8E71;

		/// <summary>
		/// GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS
		/// </summary>
		public const uint MaxVertexTextureImageUnits = 0x8B4C;

		/// <summary>
		/// GL_MAX_VERTEX_UNIFORM_BLOCKS
		/// </summary>
		public const uint MaxVertexUniformBlocks = 0x8A2B;

		/// <summary>
		/// GL_MAX_VERTEX_UNIFORM_COMPONENTS
		/// </summary>
		public const uint MaxVertexUniformComponents = 0x8B4A;

		/// <summary>
		/// GL_MAX_VERTEX_UNIFORM_VECTORS
		/// </summary>
		public const uint MaxVertexUniformVectors = 0x8DFB;

		/// <summary>
		/// GL_MAX_VIEWPORT_DIMS
		/// </summary>
		public const uint MaxViewportDims = 0x0D3A;

		/// <summary>
		/// GL_MAX_VIEWPORTS
		/// </summary>
		public const uint MaxViewports = 0x825B;

		/// <summary>
		/// GL_MAX_WIDTH
		/// </summary>
		public const uint MaxWidth = 0x827E;

		/// <summary>
		/// GL_MEDIUM_FLOAT
		/// </summary>
		public const uint MediumFloat = 0x8DF1;

		/// <summary>
		/// GL_MEDIUM_INT
		/// </summary>
		public const uint MediumInt = 0x8DF4;

		/// <summary>
		/// GL_MIN
		/// </summary>
		public const uint Min = 0x8007;

		/// <summary>
		/// GL_MIN_FRAGMENT_INTERPOLATION_OFFSET
		/// </summary>
		public const uint MinFragmentInterpolationOffset = 0x8E5B;

		/// <summary>
		/// GL_MIN_MAP_BUFFER_ALIGNMENT
		/// </summary>
		public const uint MinMapBufferAlignment = 0x90BC;

		/// <summary>
		/// GL_MIN_PROGRAM_TEXEL_OFFSET
		/// </summary>
		public const uint MinProgramTexelOffset = 0x8904;

		/// <summary>
		/// GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET
		/// </summary>
		public const uint MinProgramTextureGatherOffset = 0x8E5E;

		/// <summary>
		/// GL_MIN_SAMPLE_SHADING_VALUE
		/// </summary>
		public const uint MinSampleShadingValue = 0x8C37;

		/// <summary>
		/// GL_MINMAX
		/// </summary>
		public const uint Minmax = 0x802E;

		/// <summary>
		/// GL_MINMAX_FORMAT
		/// </summary>
		public const uint MinmaxFormat = 0x802F;

		/// <summary>
		/// GL_MINMAX_SINK
		/// </summary>
		public const uint MinmaxSink = 0x8030;

		/// <summary>
		/// GL_MINOR_VERSION
		/// </summary>
		public const uint MinorVersion = 0x821C;

		/// <summary>
		/// GL_MIPMAP
		/// </summary>
		public const uint Mipmap = 0x8293;

		/// <summary>
		/// GL_MIRROR_CLAMP_TO_EDGE
		/// </summary>
		public const uint MirrorClampToEdge = 0x8743;

		/// <summary>
		/// GL_MIRRORED_REPEAT
		/// </summary>
		public const uint MirroredRepeat = 0x8370;

		/// <summary>
		/// GL_MODELVIEW
		/// </summary>
		public const uint Modelview = 0x1700;

		/// <summary>
		/// GL_MODELVIEW_MATRIX
		/// </summary>
		public const uint ModelviewMatrix = 0x0BA6;

		/// <summary>
		/// GL_MODELVIEW_STACK_DEPTH
		/// </summary>
		public const uint ModelviewStackDepth = 0x0BA3;

		/// <summary>
		/// GL_MODULATE
		/// </summary>
		public const uint Modulate = 0x2100;

		/// <summary>
		/// GL_MODULATE_COLOR_IMG
		/// </summary>
		public const uint ModulateColorImg = 0x8C04;

		/// <summary>
		/// GL_MULT
		/// </summary>
		public const uint Mult = 0x0103;

		/// <summary>
		/// GL_MULTISAMPLE
		/// </summary>
		public const uint Multisample = 0x809D;

		/// <summary>
		/// GL_MULTISAMPLE_BIT
		/// </summary>
		public const ulong MultisampleBit = 0x20000000;

		/// <summary>
		/// GL_MULTISAMPLE_BUFFER_BIT0_QCOM
		/// </summary>
		public const ulong MultisampleBufferBit0Qcom = 0x01000000;

		/// <summary>
		/// GL_MULTISAMPLE_BUFFER_BIT1_QCOM
		/// </summary>
		public const ulong MultisampleBufferBit1Qcom = 0x02000000;

		/// <summary>
		/// GL_MULTISAMPLE_BUFFER_BIT2_QCOM
		/// </summary>
		public const ulong MultisampleBufferBit2Qcom = 0x04000000;

		/// <summary>
		/// GL_MULTISAMPLE_BUFFER_BIT3_QCOM
		/// </summary>
		public const ulong MultisampleBufferBit3Qcom = 0x08000000;

		/// <summary>
		/// GL_MULTISAMPLE_BUFFER_BIT4_QCOM
		/// </summary>
		public const ulong MultisampleBufferBit4Qcom = 0x10000000;

		/// <summary>
		/// GL_MULTISAMPLE_BUFFER_BIT5_QCOM
		/// </summary>
		public const ulong MultisampleBufferBit5Qcom = 0x20000000;

		/// <summary>
		/// GL_MULTISAMPLE_BUFFER_BIT6_QCOM
		/// </summary>
		public const ulong MultisampleBufferBit6Qcom = 0x40000000;

		/// <summary>
		/// GL_MULTISAMPLE_BUFFER_BIT7_QCOM
		/// </summary>
		public const ulong MultisampleBufferBit7Qcom = 0x80000000;

		/// <summary>
		/// GL_N3F_V3F
		/// </summary>
		public const uint N3fV3f = 0x2A25;

		/// <summary>
		/// GL_NAME_LENGTH
		/// </summary>
		public const uint NameLength = 0x92F9;

		/// <summary>
		/// GL_NAME_STACK_DEPTH
		/// </summary>
		public const uint NameStackDepth = 0x0D70;

		/// <summary>
		/// GL_NAND
		/// </summary>
		public const uint Nand = 0x150E;

		/// <summary>
		/// GL_NEAREST
		/// </summary>
		public const uint Nearest = 0x2600;

		/// <summary>
		/// GL_NEAREST_MIPMAP_LINEAR
		/// </summary>
		public const uint NearestMipmapLinear = 0x2702;

		/// <summary>
		/// GL_NEAREST_MIPMAP_NEAREST
		/// </summary>
		public const uint NearestMipmapNearest = 0x2700;

		/// <summary>
		/// GL_NEVER
		/// </summary>
		public const uint Never = 0x0200;

		/// <summary>
		/// GL_NICEST
		/// </summary>
		public const uint Nicest = 0x1102;

		/// <summary>
		/// GL_NO_ERROR
		/// </summary>
		public const uint NoError = 0;

		/// <summary>
		/// GL_NONE
		/// </summary>
		public const uint None = 0;

		/// <summary>
		/// GL_NOOP
		/// </summary>
		public const uint Noop = 0x1505;

		/// <summary>
		/// GL_NOR
		/// </summary>
		public const uint Nor = 0x1508;

		/// <summary>
		/// GL_NORMAL_ARRAY
		/// </summary>
		public const uint NormalArray = 0x8075;

		/// <summary>
		/// GL_NORMAL_ARRAY_BUFFER_BINDING
		/// </summary>
		public const uint NormalArrayBufferBinding = 0x8897;

		/// <summary>
		/// GL_NORMAL_ARRAY_POINTER
		/// </summary>
		public const uint NormalArrayPointer = 0x808F;

		/// <summary>
		/// GL_NORMAL_ARRAY_STRIDE
		/// </summary>
		public const uint NormalArrayStride = 0x807F;

		/// <summary>
		/// GL_NORMAL_ARRAY_TYPE
		/// </summary>
		public const uint NormalArrayType = 0x807E;

		/// <summary>
		/// GL_NORMAL_MAP
		/// </summary>
		public const uint NormalMap = 0x8511;

		/// <summary>
		/// GL_NORMALIZE
		/// </summary>
		public const uint Normalize = 0x0BA1;

		/// <summary>
		/// GL_NOTEQUAL
		/// </summary>
		public const uint Notequal = 0x0205;

		/// <summary>
		/// GL_NUM_ACTIVE_VARIABLES
		/// </summary>
		public const uint NumActiveVariables = 0x9304;

		/// <summary>
		/// GL_NUM_COMPATIBLE_SUBROUTINES
		/// </summary>
		public const uint NumCompatibleSubroutines = 0x8E4A;

		/// <summary>
		/// GL_NUM_COMPRESSED_TEXTURE_FORMATS
		/// </summary>
		public const uint NumCompressedTextureFormats = 0x86A2;

		/// <summary>
		/// GL_NUM_EXTENSIONS
		/// </summary>
		public const uint NumExtensions = 0x821D;

		/// <summary>
		/// GL_NUM_PROGRAM_BINARY_FORMATS
		/// </summary>
		public const uint NumProgramBinaryFormats = 0x87FE;

		/// <summary>
		/// GL_NUM_SAMPLE_COUNTS
		/// </summary>
		public const uint NumSampleCounts = 0x9380;

		/// <summary>
		/// GL_NUM_SHADER_BINARY_FORMATS
		/// </summary>
		public const uint NumShaderBinaryFormats = 0x8DF9;

		/// <summary>
		/// GL_NUM_SHADING_LANGUAGE_VERSIONS
		/// </summary>
		public const uint NumShadingLanguageVersions = 0x82E9;

		/// <summary>
		/// GL_OBJECT_LINEAR
		/// </summary>
		public const uint ObjectLinear = 0x2401;

		/// <summary>
		/// GL_OBJECT_PLANE
		/// </summary>
		public const uint ObjectPlane = 0x2501;

		/// <summary>
		/// GL_OBJECT_TYPE
		/// </summary>
		public const uint ObjectType = 0x9112;

		/// <summary>
		/// GL_OFFSET
		/// </summary>
		public const uint Offset = 0x92FC;

		/// <summary>
		/// GL_ONE
		/// </summary>
		public const uint One = 1;

		/// <summary>
		/// GL_ONE_MINUS_CONSTANT_ALPHA
		/// </summary>
		public const uint OneMinusConstantAlpha = 0x8004;

		/// <summary>
		/// GL_ONE_MINUS_CONSTANT_COLOR
		/// </summary>
		public const uint OneMinusConstantColor = 0x8002;

		/// <summary>
		/// GL_ONE_MINUS_DST_ALPHA
		/// </summary>
		public const uint OneMinusDstAlpha = 0x0305;

		/// <summary>
		/// GL_ONE_MINUS_DST_COLOR
		/// </summary>
		public const uint OneMinusDstColor = 0x0307;

		/// <summary>
		/// GL_ONE_MINUS_SRC_ALPHA
		/// </summary>
		public const uint OneMinusSrcAlpha = 0x0303;

		/// <summary>
		/// GL_ONE_MINUS_SRC_COLOR
		/// </summary>
		public const uint OneMinusSrcColor = 0x0301;

		/// <summary>
		/// GL_ONE_MINUS_SRC1_ALPHA
		/// </summary>
		public const uint OneMinusSrc1Alpha = 0x88FB;

		/// <summary>
		/// GL_ONE_MINUS_SRC1_COLOR
		/// </summary>
		public const uint OneMinusSrc1Color = 0x88FA;

		/// <summary>
		/// GL_OPERAND0_ALPHA
		/// </summary>
		public const uint Operand0Alpha = 0x8598;

		/// <summary>
		/// GL_OPERAND0_RGB
		/// </summary>
		public const uint Operand0Rgb = 0x8590;

		/// <summary>
		/// GL_OPERAND1_ALPHA
		/// </summary>
		public const uint Operand1Alpha = 0x8599;

		/// <summary>
		/// GL_OPERAND1_RGB
		/// </summary>
		public const uint Operand1Rgb = 0x8591;

		/// <summary>
		/// GL_OPERAND2_ALPHA
		/// </summary>
		public const uint Operand2Alpha = 0x859A;

		/// <summary>
		/// GL_OPERAND2_RGB
		/// </summary>
		public const uint Operand2Rgb = 0x8592;

		/// <summary>
		/// GL_OR
		/// </summary>
		public const uint Or = 0x1507;

		/// <summary>
		/// GL_OR_INVERTED
		/// </summary>
		public const uint OrInverted = 0x150D;

		/// <summary>
		/// GL_OR_REVERSE
		/// </summary>
		public const uint OrReverse = 0x150B;

		/// <summary>
		/// GL_ORDER
		/// </summary>
		public const uint Order = 0x0A01;

		/// <summary>
		/// GL_OUT_OF_MEMORY
		/// </summary>
		public const uint OutOfMemory = 0x0505;

		/// <summary>
		/// GL_PACK_ALIGNMENT
		/// </summary>
		public const uint PackAlignment = 0x0D05;

		/// <summary>
		/// GL_PACK_COMPRESSED_BLOCK_DEPTH
		/// </summary>
		public const uint PackCompressedBlockDepth = 0x912D;

		/// <summary>
		/// GL_PACK_COMPRESSED_BLOCK_HEIGHT
		/// </summary>
		public const uint PackCompressedBlockHeight = 0x912C;

		/// <summary>
		/// GL_PACK_COMPRESSED_BLOCK_SIZE
		/// </summary>
		public const uint PackCompressedBlockSize = 0x912E;

		/// <summary>
		/// GL_PACK_COMPRESSED_BLOCK_WIDTH
		/// </summary>
		public const uint PackCompressedBlockWidth = 0x912B;

		/// <summary>
		/// GL_PACK_IMAGE_HEIGHT
		/// </summary>
		public const uint PackImageHeight = 0x806C;

		/// <summary>
		/// GL_PACK_LSB_FIRST
		/// </summary>
		public const uint PackLsbFirst = 0x0D01;

		/// <summary>
		/// GL_PACK_REVERSE_ROW_ORDER_ANGLE
		/// </summary>
		public const uint PackReverseRowOrderAngle = 0x93A4;

		/// <summary>
		/// GL_PACK_ROW_LENGTH
		/// </summary>
		public const uint PackRowLength = 0x0D02;

		/// <summary>
		/// GL_PACK_SKIP_IMAGES
		/// </summary>
		public const uint PackSkipImages = 0x806B;

		/// <summary>
		/// GL_PACK_SKIP_PIXELS
		/// </summary>
		public const uint PackSkipPixels = 0x0D04;

		/// <summary>
		/// GL_PACK_SKIP_ROWS
		/// </summary>
		public const uint PackSkipRows = 0x0D03;

		/// <summary>
		/// GL_PACK_SWAP_BYTES
		/// </summary>
		public const uint PackSwapBytes = 0x0D00;

		/// <summary>
		/// GL_PASS_THROUGH_TOKEN
		/// </summary>
		public const uint PassThroughToken = 0x0700;

		/// <summary>
		/// GL_PATCH_DEFAULT_INNER_LEVEL
		/// </summary>
		public const uint PatchDefaultInnerLevel = 0x8E73;

		/// <summary>
		/// GL_PATCH_DEFAULT_OUTER_LEVEL
		/// </summary>
		public const uint PatchDefaultOuterLevel = 0x8E74;

		/// <summary>
		/// GL_PATCH_VERTICES
		/// </summary>
		public const uint PatchVertices = 0x8E72;

		/// <summary>
		/// GL_PATCHES
		/// </summary>
		public const uint Patches = 0x000E;

		/// <summary>
		/// GL_PERFMON_GLOBAL_MODE_QCOM
		/// </summary>
		public const uint PerfmonGlobalModeQcom = 0x8FA0;

		/// <summary>
		/// GL_PERSPECTIVE_CORRECTION_HINT
		/// </summary>
		public const uint PerspectiveCorrectionHint = 0x0C50;

		/// <summary>
		/// GL_PIXEL_BUFFER_BARRIER_BIT
		/// </summary>
		public const ulong PixelBufferBarrierBit = 0x00000080;

		/// <summary>
		/// GL_PIXEL_MAP_A_TO_A
		/// </summary>
		public const uint PixelMapAToA = 0x0C79;

		/// <summary>
		/// GL_PIXEL_MAP_A_TO_A_SIZE
		/// </summary>
		public const uint PixelMapAToASize = 0x0CB9;

		/// <summary>
		/// GL_PIXEL_MAP_B_TO_B
		/// </summary>
		public const uint PixelMapBToB = 0x0C78;

		/// <summary>
		/// GL_PIXEL_MAP_B_TO_B_SIZE
		/// </summary>
		public const uint PixelMapBToBSize = 0x0CB8;

		/// <summary>
		/// GL_PIXEL_MAP_G_TO_G
		/// </summary>
		public const uint PixelMapGToG = 0x0C77;

		/// <summary>
		/// GL_PIXEL_MAP_G_TO_G_SIZE
		/// </summary>
		public const uint PixelMapGToGSize = 0x0CB7;

		/// <summary>
		/// GL_PIXEL_MAP_I_TO_A
		/// </summary>
		public const uint PixelMapIToA = 0x0C75;

		/// <summary>
		/// GL_PIXEL_MAP_I_TO_A_SIZE
		/// </summary>
		public const uint PixelMapIToASize = 0x0CB5;

		/// <summary>
		/// GL_PIXEL_MAP_I_TO_B
		/// </summary>
		public const uint PixelMapIToB = 0x0C74;

		/// <summary>
		/// GL_PIXEL_MAP_I_TO_B_SIZE
		/// </summary>
		public const uint PixelMapIToBSize = 0x0CB4;

		/// <summary>
		/// GL_PIXEL_MAP_I_TO_G
		/// </summary>
		public const uint PixelMapIToG = 0x0C73;

		/// <summary>
		/// GL_PIXEL_MAP_I_TO_G_SIZE
		/// </summary>
		public const uint PixelMapIToGSize = 0x0CB3;

		/// <summary>
		/// GL_PIXEL_MAP_I_TO_I
		/// </summary>
		public const uint PixelMapIToI = 0x0C70;

		/// <summary>
		/// GL_PIXEL_MAP_I_TO_I_SIZE
		/// </summary>
		public const uint PixelMapIToISize = 0x0CB0;

		/// <summary>
		/// GL_PIXEL_MAP_I_TO_R
		/// </summary>
		public const uint PixelMapIToR = 0x0C72;

		/// <summary>
		/// GL_PIXEL_MAP_I_TO_R_SIZE
		/// </summary>
		public const uint PixelMapIToRSize = 0x0CB2;

		/// <summary>
		/// GL_PIXEL_MAP_R_TO_R
		/// </summary>
		public const uint PixelMapRToR = 0x0C76;

		/// <summary>
		/// GL_PIXEL_MAP_R_TO_R_SIZE
		/// </summary>
		public const uint PixelMapRToRSize = 0x0CB6;

		/// <summary>
		/// GL_PIXEL_MAP_S_TO_S
		/// </summary>
		public const uint PixelMapSToS = 0x0C71;

		/// <summary>
		/// GL_PIXEL_MAP_S_TO_S_SIZE
		/// </summary>
		public const uint PixelMapSToSSize = 0x0CB1;

		/// <summary>
		/// GL_PIXEL_MODE_BIT
		/// </summary>
		public const ulong PixelModeBit = 0x00000020;

		/// <summary>
		/// GL_PIXEL_PACK_BUFFER
		/// </summary>
		public const uint PixelPackBuffer = 0x88EB;

		/// <summary>
		/// GL_PIXEL_PACK_BUFFER_BINDING
		/// </summary>
		public const uint PixelPackBufferBinding = 0x88ED;

		/// <summary>
		/// GL_PIXEL_UNPACK_BUFFER
		/// </summary>
		public const uint PixelUnpackBuffer = 0x88EC;

		/// <summary>
		/// GL_PIXEL_UNPACK_BUFFER_BINDING
		/// </summary>
		public const uint PixelUnpackBufferBinding = 0x88EF;

		/// <summary>
		/// GL_POINT
		/// </summary>
		public const uint Point = 0x1B00;

		/// <summary>
		/// GL_POINT_BIT
		/// </summary>
		public const ulong PointBit = 0x00000002;

		/// <summary>
		/// GL_POINT_DISTANCE_ATTENUATION
		/// </summary>
		public const uint PointDistanceAttenuation = 0x8129;

		/// <summary>
		/// GL_POINT_FADE_THRESHOLD_SIZE
		/// </summary>
		public const uint PointFadeThresholdSize = 0x8128;

		/// <summary>
		/// GL_POINT_SIZE
		/// </summary>
		public const uint PointSize = 0x0B11;

		/// <summary>
		/// GL_POINT_SIZE_GRANULARITY
		/// </summary>
		public const uint PointSizeGranularity = 0x0B13;

		/// <summary>
		/// GL_POINT_SIZE_MAX
		/// </summary>
		public const uint PointSizeMax = 0x8127;

		/// <summary>
		/// GL_POINT_SIZE_MIN
		/// </summary>
		public const uint PointSizeMin = 0x8126;

		/// <summary>
		/// GL_POINT_SIZE_RANGE
		/// </summary>
		public const uint PointSizeRange = 0x0B12;

		/// <summary>
		/// GL_POINT_SMOOTH
		/// </summary>
		public const uint PointSmooth = 0x0B10;

		/// <summary>
		/// GL_POINT_SMOOTH_HINT
		/// </summary>
		public const uint PointSmoothHint = 0x0C51;

		/// <summary>
		/// GL_POINT_SPRITE
		/// </summary>
		public const uint PointSprite = 0x8861;

		/// <summary>
		/// GL_POINT_SPRITE_COORD_ORIGIN
		/// </summary>
		public const uint PointSpriteCoordOrigin = 0x8CA0;

		/// <summary>
		/// GL_POINT_TOKEN
		/// </summary>
		public const uint PointToken = 0x0701;

		/// <summary>
		/// GL_POINTS
		/// </summary>
		public const uint Points = 0x0000;

		/// <summary>
		/// GL_POLYGON
		/// </summary>
		public const uint Polygon = 0x0009;

		/// <summary>
		/// GL_POLYGON_BIT
		/// </summary>
		public const ulong PolygonBit = 0x00000008;

		/// <summary>
		/// GL_POLYGON_MODE
		/// </summary>
		public const uint PolygonMode = 0x0B40;

		/// <summary>
		/// GL_POLYGON_OFFSET_FACTOR
		/// </summary>
		public const uint PolygonOffsetFactor = 0x8038;

		/// <summary>
		/// GL_POLYGON_OFFSET_FILL
		/// </summary>
		public const uint PolygonOffsetFill = 0x8037;

		/// <summary>
		/// GL_POLYGON_OFFSET_LINE
		/// </summary>
		public const uint PolygonOffsetLine = 0x2A02;

		/// <summary>
		/// GL_POLYGON_OFFSET_POINT
		/// </summary>
		public const uint PolygonOffsetPoint = 0x2A01;

		/// <summary>
		/// GL_POLYGON_OFFSET_UNITS
		/// </summary>
		public const uint PolygonOffsetUnits = 0x2A00;

		/// <summary>
		/// GL_POLYGON_SMOOTH
		/// </summary>
		public const uint PolygonSmooth = 0x0B41;

		/// <summary>
		/// GL_POLYGON_SMOOTH_HINT
		/// </summary>
		public const uint PolygonSmoothHint = 0x0C53;

		/// <summary>
		/// GL_POLYGON_STIPPLE
		/// </summary>
		public const uint PolygonStipple = 0x0B42;

		/// <summary>
		/// GL_POLYGON_STIPPLE_BIT
		/// </summary>
		public const ulong PolygonStippleBit = 0x00000010;

		/// <summary>
		/// GL_POLYGON_TOKEN
		/// </summary>
		public const uint PolygonToken = 0x0703;

		/// <summary>
		/// GL_POSITION
		/// </summary>
		public const uint Position = 0x1203;

		/// <summary>
		/// GL_POST_COLOR_MATRIX_ALPHA_BIAS
		/// </summary>
		public const uint PostColorMatrixAlphaBias = 0x80BB;

		/// <summary>
		/// GL_POST_COLOR_MATRIX_ALPHA_SCALE
		/// </summary>
		public const uint PostColorMatrixAlphaScale = 0x80B7;

		/// <summary>
		/// GL_POST_COLOR_MATRIX_BLUE_BIAS
		/// </summary>
		public const uint PostColorMatrixBlueBias = 0x80BA;

		/// <summary>
		/// GL_POST_COLOR_MATRIX_BLUE_SCALE
		/// </summary>
		public const uint PostColorMatrixBlueScale = 0x80B6;

		/// <summary>
		/// GL_POST_COLOR_MATRIX_COLOR_TABLE
		/// </summary>
		public const uint PostColorMatrixColorTable = 0x80D2;

		/// <summary>
		/// GL_POST_COLOR_MATRIX_GREEN_BIAS
		/// </summary>
		public const uint PostColorMatrixGreenBias = 0x80B9;

		/// <summary>
		/// GL_POST_COLOR_MATRIX_GREEN_SCALE
		/// </summary>
		public const uint PostColorMatrixGreenScale = 0x80B5;

		/// <summary>
		/// GL_POST_COLOR_MATRIX_RED_BIAS
		/// </summary>
		public const uint PostColorMatrixRedBias = 0x80B8;

		/// <summary>
		/// GL_POST_COLOR_MATRIX_RED_SCALE
		/// </summary>
		public const uint PostColorMatrixRedScale = 0x80B4;

		/// <summary>
		/// GL_POST_CONVOLUTION_ALPHA_BIAS
		/// </summary>
		public const uint PostConvolutionAlphaBias = 0x8023;

		/// <summary>
		/// GL_POST_CONVOLUTION_ALPHA_SCALE
		/// </summary>
		public const uint PostConvolutionAlphaScale = 0x801F;

		/// <summary>
		/// GL_POST_CONVOLUTION_BLUE_BIAS
		/// </summary>
		public const uint PostConvolutionBlueBias = 0x8022;

		/// <summary>
		/// GL_POST_CONVOLUTION_BLUE_SCALE
		/// </summary>
		public const uint PostConvolutionBlueScale = 0x801E;

		/// <summary>
		/// GL_POST_CONVOLUTION_COLOR_TABLE
		/// </summary>
		public const uint PostConvolutionColorTable = 0x80D1;

		/// <summary>
		/// GL_POST_CONVOLUTION_GREEN_BIAS
		/// </summary>
		public const uint PostConvolutionGreenBias = 0x8021;

		/// <summary>
		/// GL_POST_CONVOLUTION_GREEN_SCALE
		/// </summary>
		public const uint PostConvolutionGreenScale = 0x801D;

		/// <summary>
		/// GL_POST_CONVOLUTION_RED_BIAS
		/// </summary>
		public const uint PostConvolutionRedBias = 0x8020;

		/// <summary>
		/// GL_POST_CONVOLUTION_RED_SCALE
		/// </summary>
		public const uint PostConvolutionRedScale = 0x801C;

		/// <summary>
		/// GL_PREVIOUS
		/// </summary>
		public const uint Previous = 0x8578;

		/// <summary>
		/// GL_PRIMARY_COLOR
		/// </summary>
		public const uint PrimaryColor = 0x8577;

		/// <summary>
		/// GL_PRIMITIVE_RESTART
		/// </summary>
		public const uint PrimitiveRestart = 0x8F9D;

		/// <summary>
		/// GL_PRIMITIVE_RESTART_FIXED_INDEX
		/// </summary>
		public const uint PrimitiveRestartFixedIndex = 0x8D69;

		/// <summary>
		/// GL_PRIMITIVE_RESTART_INDEX
		/// </summary>
		public const uint PrimitiveRestartIndex = 0x8F9E;

		/// <summary>
		/// GL_PRIMITIVES_GENERATED
		/// </summary>
		public const uint PrimitivesGenerated = 0x8C87;

		/// <summary>
		/// GL_PROGRAM
		/// </summary>
		public const uint Program = 0x82E2;

		/// <summary>
		/// GL_PROGRAM_BINARY_ANGLE
		/// </summary>
		public const uint ProgramBinaryAngle = 0x93A6;

		/// <summary>
		/// GL_PROGRAM_BINARY_FORMATS
		/// </summary>
		public const uint ProgramBinaryFormats = 0x87FF;

		/// <summary>
		/// GL_PROGRAM_BINARY_LENGTH
		/// </summary>
		public const uint ProgramBinaryLength = 0x8741;

		/// <summary>
		/// GL_PROGRAM_BINARY_RETRIEVABLE_HINT
		/// </summary>
		public const uint ProgramBinaryRetrievableHint = 0x8257;

		/// <summary>
		/// GL_PROGRAM_INPUT
		/// </summary>
		public const uint ProgramInput = 0x92E3;

		/// <summary>
		/// GL_PROGRAM_KHR
		/// </summary>
		public const uint ProgramKhr = 0x82E2;

		/// <summary>
		/// GL_PROGRAM_OUTPUT
		/// </summary>
		public const uint ProgramOutput = 0x92E4;

		/// <summary>
		/// GL_PROGRAM_PIPELINE
		/// </summary>
		public const uint ProgramPipeline = 0x82E4;

		/// <summary>
		/// GL_PROGRAM_PIPELINE_BINDING
		/// </summary>
		public const uint ProgramPipelineBinding = 0x825A;

		/// <summary>
		/// GL_PROGRAM_POINT_SIZE
		/// </summary>
		public const uint ProgramPointSize = 0x8642;

		/// <summary>
		/// GL_PROGRAM_SEPARABLE
		/// </summary>
		public const uint ProgramSeparable = 0x8258;

		/// <summary>
		/// GL_PROJECTION
		/// </summary>
		public const uint Projection = 0x1701;

		/// <summary>
		/// GL_PROJECTION_MATRIX
		/// </summary>
		public const uint ProjectionMatrix = 0x0BA7;

		/// <summary>
		/// GL_PROJECTION_STACK_DEPTH
		/// </summary>
		public const uint ProjectionStackDepth = 0x0BA4;

		/// <summary>
		/// GL_PROVOKING_VERTEX
		/// </summary>
		public const uint ProvokingVertex = 0x8E4F;

		/// <summary>
		/// GL_PROXY_COLOR_TABLE
		/// </summary>
		public const uint ProxyColorTable = 0x80D3;

		/// <summary>
		/// GL_PROXY_HISTOGRAM
		/// </summary>
		public const uint ProxyHistogram = 0x8025;

		/// <summary>
		/// GL_PROXY_POST_COLOR_MATRIX_COLOR_TABLE
		/// </summary>
		public const uint ProxyPostColorMatrixColorTable = 0x80D5;

		/// <summary>
		/// GL_PROXY_POST_CONVOLUTION_COLOR_TABLE
		/// </summary>
		public const uint ProxyPostConvolutionColorTable = 0x80D4;

		/// <summary>
		/// GL_PROXY_TEXTURE_1D
		/// </summary>
		public const uint ProxyTexture1D = 0x8063;

		/// <summary>
		/// GL_PROXY_TEXTURE_1D_ARRAY
		/// </summary>
		public const uint ProxyTexture1DArray = 0x8C19;

		/// <summary>
		/// GL_PROXY_TEXTURE_2D
		/// </summary>
		public const uint ProxyTexture2D = 0x8064;

		/// <summary>
		/// GL_PROXY_TEXTURE_2D_ARRAY
		/// </summary>
		public const uint ProxyTexture2DArray = 0x8C1B;

		/// <summary>
		/// GL_PROXY_TEXTURE_2D_MULTISAMPLE
		/// </summary>
		public const uint ProxyTexture2DMultisample = 0x9101;

		/// <summary>
		/// GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY
		/// </summary>
		public const uint ProxyTexture2DMultisampleArray = 0x9103;

		/// <summary>
		/// GL_PROXY_TEXTURE_3D
		/// </summary>
		public const uint ProxyTexture3D = 0x8070;

		/// <summary>
		/// GL_PROXY_TEXTURE_CUBE_MAP
		/// </summary>
		public const uint ProxyTextureCubeMap = 0x851B;

		/// <summary>
		/// GL_PROXY_TEXTURE_CUBE_MAP_ARRAY
		/// </summary>
		public const uint ProxyTextureCubeMapArray = 0x900B;

		/// <summary>
		/// GL_PROXY_TEXTURE_RECTANGLE
		/// </summary>
		public const uint ProxyTextureRectangle = 0x84F7;

		/// <summary>
		/// GL_Q
		/// </summary>
		public const uint Q = 0x2003;

		/// <summary>
		/// GL_QUAD_STRIP
		/// </summary>
		public const uint QuadStrip = 0x0008;

		/// <summary>
		/// GL_QUADRATIC_ATTENUATION
		/// </summary>
		public const uint QuadraticAttenuation = 0x1209;

		/// <summary>
		/// GL_QUADS
		/// </summary>
		public const uint Quads = 0x0007;

		/// <summary>
		/// GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION
		/// </summary>
		public const uint QuadsFollowProvokingVertexConvention = 0x8E4C;

		/// <summary>
		/// GL_QUERY
		/// </summary>
		public const uint Query = 0x82E3;

		/// <summary>
		/// GL_QUERY_BUFFER
		/// </summary>
		public const uint QueryBuffer = 0x9192;

		/// <summary>
		/// GL_QUERY_BUFFER_BARRIER_BIT
		/// </summary>
		public const ulong QueryBufferBarrierBit = 0x00008000;

		/// <summary>
		/// GL_QUERY_BUFFER_BINDING
		/// </summary>
		public const uint QueryBufferBinding = 0x9193;

		/// <summary>
		/// GL_QUERY_BY_REGION_NO_WAIT
		/// </summary>
		public const uint QueryByRegionNoWait = 0x8E16;

		/// <summary>
		/// GL_QUERY_BY_REGION_WAIT
		/// </summary>
		public const uint QueryByRegionWait = 0x8E15;

		/// <summary>
		/// GL_QUERY_COUNTER_BITS
		/// </summary>
		public const uint QueryCounterBits = 0x8864;

		/// <summary>
		/// GL_QUERY_KHR
		/// </summary>
		public const uint QueryKhr = 0x82E3;

		/// <summary>
		/// GL_QUERY_NO_WAIT
		/// </summary>
		public const uint QueryNoWait = 0x8E14;

		/// <summary>
		/// GL_QUERY_RESULT
		/// </summary>
		public const uint QueryResult = 0x8866;

		/// <summary>
		/// GL_QUERY_RESULT_AVAILABLE
		/// </summary>
		public const uint QueryResultAvailable = 0x8867;

		/// <summary>
		/// GL_QUERY_RESULT_NO_WAIT
		/// </summary>
		public const uint QueryResultNoWait = 0x9194;

		/// <summary>
		/// GL_QUERY_WAIT
		/// </summary>
		public const uint QueryWait = 0x8E13;

		/// <summary>
		/// GL_R
		/// </summary>
		public const uint R = 0x2002;

		/// <summary>
		/// GL_R11F_G11F_B10F
		/// </summary>
		public const uint R11fG11fB10f = 0x8C3A;

		/// <summary>
		/// GL_R16
		/// </summary>
		public const uint R16 = 0x822A;

		/// <summary>
		/// GL_R16_SNORM
		/// </summary>
		public const uint R16Snorm = 0x8F98;

		/// <summary>
		/// GL_R16F
		/// </summary>
		public const uint R16f = 0x822D;

		/// <summary>
		/// GL_R16I
		/// </summary>
		public const uint R16i = 0x8233;

		/// <summary>
		/// GL_R16UI
		/// </summary>
		public const uint R16ui = 0x8234;

		/// <summary>
		/// GL_R3_G3_B2
		/// </summary>
		public const uint R3G3B2 = 0x2A10;

		/// <summary>
		/// GL_R32F
		/// </summary>
		public const uint R32f = 0x822E;

		/// <summary>
		/// GL_R32I
		/// </summary>
		public const uint R32i = 0x8235;

		/// <summary>
		/// GL_R32UI
		/// </summary>
		public const uint R32ui = 0x8236;

		/// <summary>
		/// GL_R8
		/// </summary>
		public const uint R8 = 0x8229;

		/// <summary>
		/// GL_R8_SNORM
		/// </summary>
		public const uint R8Snorm = 0x8F94;

		/// <summary>
		/// GL_R8I
		/// </summary>
		public const uint R8i = 0x8231;

		/// <summary>
		/// GL_R8UI
		/// </summary>
		public const uint R8ui = 0x8232;

		/// <summary>
		/// GL_RASTERIZER_DISCARD
		/// </summary>
		public const uint RasterizerDiscard = 0x8C89;

		/// <summary>
		/// GL_READ_BUFFER
		/// </summary>
		public const uint ReadBuffer = 0x0C02;

		/// <summary>
		/// GL_READ_FRAMEBUFFER
		/// </summary>
		public const uint ReadFramebuffer = 0x8CA8;

		/// <summary>
		/// GL_READ_FRAMEBUFFER_ANGLE
		/// </summary>
		public const uint ReadFramebufferAngle = 0x8CA8;

		/// <summary>
		/// GL_READ_FRAMEBUFFER_BINDING
		/// </summary>
		public const uint ReadFramebufferBinding = 0x8CAA;

		/// <summary>
		/// GL_READ_FRAMEBUFFER_BINDING_ANGLE
		/// </summary>
		public const uint ReadFramebufferBindingAngle = 0x8CAA;

		/// <summary>
		/// GL_READ_ONLY
		/// </summary>
		public const uint ReadOnly = 0x88B8;

		/// <summary>
		/// GL_READ_PIXELS
		/// </summary>
		public const uint ReadPixels = 0x828C;

		/// <summary>
		/// GL_READ_PIXELS_FORMAT
		/// </summary>
		public const uint ReadPixelsFormat = 0x828D;

		/// <summary>
		/// GL_READ_PIXELS_TYPE
		/// </summary>
		public const uint ReadPixelsType = 0x828E;

		/// <summary>
		/// GL_READ_WRITE
		/// </summary>
		public const uint ReadWrite = 0x88BA;

		/// <summary>
		/// GL_RECIP_ADD_SIGNED_ALPHA_IMG
		/// </summary>
		public const uint RecipAddSignedAlphaImg = 0x8C05;

		/// <summary>
		/// GL_RED
		/// </summary>
		public const uint Red = 0x1903;

		/// <summary>
		/// GL_RED_BIAS
		/// </summary>
		public const uint RedBias = 0x0D15;

		/// <summary>
		/// GL_RED_BITS
		/// </summary>
		public const uint RedBits = 0x0D52;

		/// <summary>
		/// GL_RED_INTEGER
		/// </summary>
		public const uint RedInteger = 0x8D94;

		/// <summary>
		/// GL_RED_SCALE
		/// </summary>
		public const uint RedScale = 0x0D14;

		/// <summary>
		/// GL_RED_SNORM
		/// </summary>
		public const uint RedSnorm = 0x8F90;

		/// <summary>
		/// GL_REDUCE
		/// </summary>
		public const uint Reduce = 0x8016;

		/// <summary>
		/// GL_REFERENCED_BY_COMPUTE_SHADER
		/// </summary>
		public const uint ReferencedByComputeShader = 0x930B;

		/// <summary>
		/// GL_REFERENCED_BY_FRAGMENT_SHADER
		/// </summary>
		public const uint ReferencedByFragmentShader = 0x930A;

		/// <summary>
		/// GL_REFERENCED_BY_GEOMETRY_SHADER
		/// </summary>
		public const uint ReferencedByGeometryShader = 0x9309;

		/// <summary>
		/// GL_REFERENCED_BY_TESS_CONTROL_SHADER
		/// </summary>
		public const uint ReferencedByTessControlShader = 0x9307;

		/// <summary>
		/// GL_REFERENCED_BY_TESS_EVALUATION_SHADER
		/// </summary>
		public const uint ReferencedByTessEvaluationShader = 0x9308;

		/// <summary>
		/// GL_REFERENCED_BY_VERTEX_SHADER
		/// </summary>
		public const uint ReferencedByVertexShader = 0x9306;

		/// <summary>
		/// GL_REFLECTION_MAP
		/// </summary>
		public const uint ReflectionMap = 0x8512;

		/// <summary>
		/// GL_RENDER
		/// </summary>
		public const uint Render = 0x1C00;

		/// <summary>
		/// GL_RENDER_DIRECT_TO_FRAMEBUFFER_QCOM
		/// </summary>
		public const uint RenderDirectToFramebufferQcom = 0x8FB3;

		/// <summary>
		/// GL_RENDER_MODE
		/// </summary>
		public const uint RenderMode = 0x0C40;

		/// <summary>
		/// GL_RENDERBUFFER
		/// </summary>
		public const uint Renderbuffer = 0x8D41;

		/// <summary>
		/// GL_RENDERBUFFER_ALPHA_SIZE
		/// </summary>
		public const uint RenderbufferAlphaSize = 0x8D53;

		/// <summary>
		/// GL_RENDERBUFFER_BINDING
		/// </summary>
		public const uint RenderbufferBinding = 0x8CA7;

		/// <summary>
		/// GL_RENDERBUFFER_BINDING_ANGLE
		/// </summary>
		public const uint RenderbufferBindingAngle = 0x8CA7;

		/// <summary>
		/// GL_RENDERBUFFER_BLUE_SIZE
		/// </summary>
		public const uint RenderbufferBlueSize = 0x8D52;

		/// <summary>
		/// GL_RENDERBUFFER_DEPTH_SIZE
		/// </summary>
		public const uint RenderbufferDepthSize = 0x8D54;

		/// <summary>
		/// GL_RENDERBUFFER_GREEN_SIZE
		/// </summary>
		public const uint RenderbufferGreenSize = 0x8D51;

		/// <summary>
		/// GL_RENDERBUFFER_HEIGHT
		/// </summary>
		public const uint RenderbufferHeight = 0x8D43;

		/// <summary>
		/// GL_RENDERBUFFER_INTERNAL_FORMAT
		/// </summary>
		public const uint RenderbufferInternalFormat = 0x8D44;

		/// <summary>
		/// GL_RENDERBUFFER_RED_SIZE
		/// </summary>
		public const uint RenderbufferRedSize = 0x8D50;

		/// <summary>
		/// GL_RENDERBUFFER_SAMPLES
		/// </summary>
		public const uint RenderbufferSamples = 0x8CAB;

		/// <summary>
		/// GL_RENDERBUFFER_SAMPLES_ANGLE
		/// </summary>
		public const uint RenderbufferSamplesAngle = 0x8CAB;

		/// <summary>
		/// GL_RENDERBUFFER_SAMPLES_IMG
		/// </summary>
		public const uint RenderbufferSamplesImg = 0x9133;

		/// <summary>
		/// GL_RENDERBUFFER_STENCIL_SIZE
		/// </summary>
		public const uint RenderbufferStencilSize = 0x8D55;

		/// <summary>
		/// GL_RENDERBUFFER_WIDTH
		/// </summary>
		public const uint RenderbufferWidth = 0x8D42;

		/// <summary>
		/// GL_RENDERER
		/// </summary>
		public const uint Renderer = 0x1F01;

		/// <summary>
		/// GL_REPEAT
		/// </summary>
		public const uint Repeat = 0x2901;

		/// <summary>
		/// GL_REPLACE
		/// </summary>
		public const uint Replace = 0x1E01;

		/// <summary>
		/// GL_REPLICATE_BORDER
		/// </summary>
		public const uint ReplicateBorder = 0x8153;

		/// <summary>
		/// GL_RESCALE_NORMAL
		/// </summary>
		public const uint RescaleNormal = 0x803A;

		/// <summary>
		/// GL_RETURN
		/// </summary>
		public const uint Return = 0x0102;

		/// <summary>
		/// GL_RG
		/// </summary>
		public const uint Rg = 0x8227;

		/// <summary>
		/// GL_RG_INTEGER
		/// </summary>
		public const uint RgInteger = 0x8228;

		/// <summary>
		/// GL_RG_SNORM
		/// </summary>
		public const uint RgSnorm = 0x8F91;

		/// <summary>
		/// GL_RG16
		/// </summary>
		public const uint Rg16 = 0x822C;

		/// <summary>
		/// GL_RG16_SNORM
		/// </summary>
		public const uint Rg16Snorm = 0x8F99;

		/// <summary>
		/// GL_RG16F
		/// </summary>
		public const uint Rg16f = 0x822F;

		/// <summary>
		/// GL_RG16I
		/// </summary>
		public const uint Rg16i = 0x8239;

		/// <summary>
		/// GL_RG16UI
		/// </summary>
		public const uint Rg16ui = 0x823A;

		/// <summary>
		/// GL_RG32F
		/// </summary>
		public const uint Rg32f = 0x8230;

		/// <summary>
		/// GL_RG32I
		/// </summary>
		public const uint Rg32i = 0x823B;

		/// <summary>
		/// GL_RG32UI
		/// </summary>
		public const uint Rg32ui = 0x823C;

		/// <summary>
		/// GL_RG8
		/// </summary>
		public const uint Rg8 = 0x822B;

		/// <summary>
		/// GL_RG8_SNORM
		/// </summary>
		public const uint Rg8Snorm = 0x8F95;

		/// <summary>
		/// GL_RG8I
		/// </summary>
		public const uint Rg8i = 0x8237;

		/// <summary>
		/// GL_RG8UI
		/// </summary>
		public const uint Rg8ui = 0x8238;

		/// <summary>
		/// GL_RGB
		/// </summary>
		public const uint Rgb = 0x1907;

		/// <summary>
		/// GL_RGB_INTEGER
		/// </summary>
		public const uint RgbInteger = 0x8D98;

		/// <summary>
		/// GL_RGB_S3TC
		/// </summary>
		public const uint RgbS3tc = 0x83A0;

		/// <summary>
		/// GL_RGB_SCALE
		/// </summary>
		public const uint RgbScale = 0x8573;

		/// <summary>
		/// GL_RGB_SNORM
		/// </summary>
		public const uint RgbSnorm = 0x8F92;

		/// <summary>
		/// GL_RGB10
		/// </summary>
		public const uint Rgb10 = 0x8052;

		/// <summary>
		/// GL_RGB10_A2
		/// </summary>
		public const uint Rgb10A2 = 0x8059;

		/// <summary>
		/// GL_RGB10_A2UI
		/// </summary>
		public const uint Rgb10A2ui = 0x906F;

		/// <summary>
		/// GL_RGB12
		/// </summary>
		public const uint Rgb12 = 0x8053;

		/// <summary>
		/// GL_RGB16
		/// </summary>
		public const uint Rgb16 = 0x8054;

		/// <summary>
		/// GL_RGB16_SNORM
		/// </summary>
		public const uint Rgb16Snorm = 0x8F9A;

		/// <summary>
		/// GL_RGB16F
		/// </summary>
		public const uint Rgb16f = 0x881B;

		/// <summary>
		/// GL_RGB16I
		/// </summary>
		public const uint Rgb16i = 0x8D89;

		/// <summary>
		/// GL_RGB16UI
		/// </summary>
		public const uint Rgb16ui = 0x8D77;

		/// <summary>
		/// GL_RGB32F
		/// </summary>
		public const uint Rgb32f = 0x8815;

		/// <summary>
		/// GL_RGB32I
		/// </summary>
		public const uint Rgb32i = 0x8D83;

		/// <summary>
		/// GL_RGB32UI
		/// </summary>
		public const uint Rgb32ui = 0x8D71;

		/// <summary>
		/// GL_RGB4
		/// </summary>
		public const uint Rgb4 = 0x804F;

		/// <summary>
		/// GL_RGB4_S3TC
		/// </summary>
		public const uint Rgb4S3tc = 0x83A1;

		/// <summary>
		/// GL_RGB5
		/// </summary>
		public const uint Rgb5 = 0x8050;

		/// <summary>
		/// GL_RGB5_A1
		/// </summary>
		public const uint Rgb5A1 = 0x8057;

		/// <summary>
		/// GL_RGB565
		/// </summary>
		public const uint Rgb565 = 0x8D62;

		/// <summary>
		/// GL_RGB8
		/// </summary>
		public const uint Rgb8 = 0x8051;

		/// <summary>
		/// GL_RGB8_SNORM
		/// </summary>
		public const uint Rgb8Snorm = 0x8F96;

		/// <summary>
		/// GL_RGB8I
		/// </summary>
		public const uint Rgb8i = 0x8D8F;

		/// <summary>
		/// GL_RGB8UI
		/// </summary>
		public const uint Rgb8ui = 0x8D7D;

		/// <summary>
		/// GL_RGB9_E5
		/// </summary>
		public const uint Rgb9E5 = 0x8C3D;

		/// <summary>
		/// GL_RGBA
		/// </summary>
		public const uint Rgba = 0x1908;

		/// <summary>
		/// GL_RGBA_DXT5_S3TC
		/// </summary>
		public const uint RgbaDxt5S3tc = 0x83A4;

		/// <summary>
		/// GL_RGBA_INTEGER
		/// </summary>
		public const uint RgbaInteger = 0x8D99;

		/// <summary>
		/// GL_RGBA_MODE
		/// </summary>
		public const uint RgbaMode = 0x0C31;

		/// <summary>
		/// GL_RGBA_S3TC
		/// </summary>
		public const uint RgbaS3tc = 0x83A2;

		/// <summary>
		/// GL_RGBA_SNORM
		/// </summary>
		public const uint RgbaSnorm = 0x8F93;

		/// <summary>
		/// GL_RGBA12
		/// </summary>
		public const uint Rgba12 = 0x805A;

		/// <summary>
		/// GL_RGBA16
		/// </summary>
		public const uint Rgba16 = 0x805B;

		/// <summary>
		/// GL_RGBA16_SNORM
		/// </summary>
		public const uint Rgba16Snorm = 0x8F9B;

		/// <summary>
		/// GL_RGBA16F
		/// </summary>
		public const uint Rgba16f = 0x881A;

		/// <summary>
		/// GL_RGBA16I
		/// </summary>
		public const uint Rgba16i = 0x8D88;

		/// <summary>
		/// GL_RGBA16UI
		/// </summary>
		public const uint Rgba16ui = 0x8D76;

		/// <summary>
		/// GL_RGBA2
		/// </summary>
		public const uint Rgba2 = 0x8055;

		/// <summary>
		/// GL_RGBA32F
		/// </summary>
		public const uint Rgba32f = 0x8814;

		/// <summary>
		/// GL_RGBA32I
		/// </summary>
		public const uint Rgba32i = 0x8D82;

		/// <summary>
		/// GL_RGBA32UI
		/// </summary>
		public const uint Rgba32ui = 0x8D70;

		/// <summary>
		/// GL_RGBA4
		/// </summary>
		public const uint Rgba4 = 0x8056;

		/// <summary>
		/// GL_RGBA4_DXT5_S3TC
		/// </summary>
		public const uint Rgba4Dxt5S3tc = 0x83A5;

		/// <summary>
		/// GL_RGBA4_S3TC
		/// </summary>
		public const uint Rgba4S3tc = 0x83A3;

		/// <summary>
		/// GL_RGBA8
		/// </summary>
		public const uint Rgba8 = 0x8058;

		/// <summary>
		/// GL_RGBA8_SNORM
		/// </summary>
		public const uint Rgba8Snorm = 0x8F97;

		/// <summary>
		/// GL_RGBA8I
		/// </summary>
		public const uint Rgba8i = 0x8D8E;

		/// <summary>
		/// GL_RGBA8UI
		/// </summary>
		public const uint Rgba8ui = 0x8D7C;

		/// <summary>
		/// GL_RIGHT
		/// </summary>
		public const uint Right = 0x0407;

		/// <summary>
		/// GL_S
		/// </summary>
		public const uint S = 0x2000;

		/// <summary>
		/// GL_SAMPLE_ALPHA_TO_COVERAGE
		/// </summary>
		public const uint SampleAlphaToCoverage = 0x809E;

		/// <summary>
		/// GL_SAMPLE_ALPHA_TO_ONE
		/// </summary>
		public const uint SampleAlphaToOne = 0x809F;

		/// <summary>
		/// GL_SAMPLE_BUFFERS
		/// </summary>
		public const uint SampleBuffers = 0x80A8;

		/// <summary>
		/// GL_SAMPLE_COVERAGE
		/// </summary>
		public const uint SampleCoverage = 0x80A0;

		/// <summary>
		/// GL_SAMPLE_COVERAGE_INVERT
		/// </summary>
		public const uint SampleCoverageInvert = 0x80AB;

		/// <summary>
		/// GL_SAMPLE_COVERAGE_VALUE
		/// </summary>
		public const uint SampleCoverageValue = 0x80AA;

		/// <summary>
		/// GL_SAMPLE_MASK
		/// </summary>
		public const uint SampleMask = 0x8E51;

		/// <summary>
		/// GL_SAMPLE_MASK_VALUE
		/// </summary>
		public const uint SampleMaskValue = 0x8E52;

		/// <summary>
		/// GL_SAMPLE_POSITION
		/// </summary>
		public const uint SamplePosition = 0x8E50;

		/// <summary>
		/// GL_SAMPLE_SHADING
		/// </summary>
		public const uint SampleShading = 0x8C36;

		/// <summary>
		/// GL_SAMPLER
		/// </summary>
		public const uint Sampler = 0x82E6;

		/// <summary>
		/// GL_SAMPLER_1D
		/// </summary>
		public const uint Sampler1D = 0x8B5D;

		/// <summary>
		/// GL_SAMPLER_1D_ARRAY
		/// </summary>
		public const uint Sampler1DArray = 0x8DC0;

		/// <summary>
		/// GL_SAMPLER_1D_ARRAY_SHADOW
		/// </summary>
		public const uint Sampler1DArrayShadow = 0x8DC3;

		/// <summary>
		/// GL_SAMPLER_1D_SHADOW
		/// </summary>
		public const uint Sampler1DShadow = 0x8B61;

		/// <summary>
		/// GL_SAMPLER_2D
		/// </summary>
		public const uint Sampler2D = 0x8B5E;

		/// <summary>
		/// GL_SAMPLER_2D_ARRAY
		/// </summary>
		public const uint Sampler2DArray = 0x8DC1;

		/// <summary>
		/// GL_SAMPLER_2D_ARRAY_SHADOW
		/// </summary>
		public const uint Sampler2DArrayShadow = 0x8DC4;

		/// <summary>
		/// GL_SAMPLER_2D_MULTISAMPLE
		/// </summary>
		public const uint Sampler2DMultisample = 0x9108;

		/// <summary>
		/// GL_SAMPLER_2D_MULTISAMPLE_ARRAY
		/// </summary>
		public const uint Sampler2DMultisampleArray = 0x910B;

		/// <summary>
		/// GL_SAMPLER_2D_RECT
		/// </summary>
		public const uint Sampler2DRect = 0x8B63;

		/// <summary>
		/// GL_SAMPLER_2D_RECT_SHADOW
		/// </summary>
		public const uint Sampler2DRectShadow = 0x8B64;

		/// <summary>
		/// GL_SAMPLER_2D_SHADOW
		/// </summary>
		public const uint Sampler2DShadow = 0x8B62;

		/// <summary>
		/// GL_SAMPLER_3D
		/// </summary>
		public const uint Sampler3D = 0x8B5F;

		/// <summary>
		/// GL_SAMPLER_BINDING
		/// </summary>
		public const uint SamplerBinding = 0x8919;

		/// <summary>
		/// GL_SAMPLER_BUFFER
		/// </summary>
		public const uint SamplerBuffer = 0x8DC2;

		/// <summary>
		/// GL_SAMPLER_CUBE
		/// </summary>
		public const uint SamplerCube = 0x8B60;

		/// <summary>
		/// GL_SAMPLER_CUBE_MAP_ARRAY
		/// </summary>
		public const uint SamplerCubeMapArray = 0x900C;

		/// <summary>
		/// GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW
		/// </summary>
		public const uint SamplerCubeMapArrayShadow = 0x900D;

		/// <summary>
		/// GL_SAMPLER_CUBE_SHADOW
		/// </summary>
		public const uint SamplerCubeShadow = 0x8DC5;

		/// <summary>
		/// GL_SAMPLER_KHR
		/// </summary>
		public const uint SamplerKhr = 0x82E6;

		/// <summary>
		/// GL_SAMPLES
		/// </summary>
		public const uint Samples = 0x80A9;

		/// <summary>
		/// GL_SAMPLES_PASSED
		/// </summary>
		public const uint SamplesPassed = 0x8914;

		/// <summary>
		/// GL_SCISSOR_BIT
		/// </summary>
		public const ulong ScissorBit = 0x00080000;

		/// <summary>
		/// GL_SCISSOR_BOX
		/// </summary>
		public const uint ScissorBox = 0x0C10;

		/// <summary>
		/// GL_SCISSOR_TEST
		/// </summary>
		public const uint ScissorTest = 0x0C11;

		/// <summary>
		/// GL_SECONDARY_COLOR_ARRAY
		/// </summary>
		public const uint SecondaryColorArray = 0x845E;

		/// <summary>
		/// GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING
		/// </summary>
		public const uint SecondaryColorArrayBufferBinding = 0x889C;

		/// <summary>
		/// GL_SECONDARY_COLOR_ARRAY_POINTER
		/// </summary>
		public const uint SecondaryColorArrayPointer = 0x845D;

		/// <summary>
		/// GL_SECONDARY_COLOR_ARRAY_SIZE
		/// </summary>
		public const uint SecondaryColorArraySize = 0x845A;

		/// <summary>
		/// GL_SECONDARY_COLOR_ARRAY_STRIDE
		/// </summary>
		public const uint SecondaryColorArrayStride = 0x845C;

		/// <summary>
		/// GL_SECONDARY_COLOR_ARRAY_TYPE
		/// </summary>
		public const uint SecondaryColorArrayType = 0x845B;

		/// <summary>
		/// GL_SELECT
		/// </summary>
		public const uint Select = 0x1C02;

		/// <summary>
		/// GL_SELECTION_BUFFER_POINTER
		/// </summary>
		public const uint SelectionBufferPointer = 0x0DF3;

		/// <summary>
		/// GL_SELECTION_BUFFER_SIZE
		/// </summary>
		public const uint SelectionBufferSize = 0x0DF4;

		/// <summary>
		/// GL_SEPARABLE_2D
		/// </summary>
		public const uint Separable2D = 0x8012;

		/// <summary>
		/// GL_SEPARATE_ATTRIBS
		/// </summary>
		public const uint SeparateAttribs = 0x8C8D;

		/// <summary>
		/// GL_SEPARATE_SPECULAR_COLOR
		/// </summary>
		public const uint SeparateSpecularColor = 0x81FA;

		/// <summary>
		/// GL_SET
		/// </summary>
		public const uint Set = 0x150F;

		/// <summary>
		/// GL_SGX_BINARY_IMG
		/// </summary>
		public const uint SgxBinaryImg = 0x8C0A;

		/// <summary>
		/// GL_SGX_PROGRAM_BINARY_IMG
		/// </summary>
		public const uint SgxProgramBinaryImg = 0x9130;

		/// <summary>
		/// GL_SHADE_MODEL
		/// </summary>
		public const uint ShadeModel = 0x0B54;

		/// <summary>
		/// GL_SHADER
		/// </summary>
		public const uint Shader = 0x82E1;

		/// <summary>
		/// GL_SHADER_BINARY_DMP
		/// </summary>
		public const uint ShaderBinaryDmp = 0x9250;

		/// <summary>
		/// GL_SHADER_BINARY_FORMATS
		/// </summary>
		public const uint ShaderBinaryFormats = 0x8DF8;

		/// <summary>
		/// GL_SHADER_BINARY_VIV
		/// </summary>
		public const uint ShaderBinaryViv = 0x8FC4;

		/// <summary>
		/// GL_SHADER_COMPILER
		/// </summary>
		public const uint ShaderCompiler = 0x8DFA;

		/// <summary>
		/// GL_SHADER_IMAGE_ACCESS_BARRIER_BIT
		/// </summary>
		public const ulong ShaderImageAccessBarrierBit = 0x00000020;

		/// <summary>
		/// GL_SHADER_IMAGE_ATOMIC
		/// </summary>
		public const uint ShaderImageAtomic = 0x82A6;

		/// <summary>
		/// GL_SHADER_IMAGE_LOAD
		/// </summary>
		public const uint ShaderImageLoad = 0x82A4;

		/// <summary>
		/// GL_SHADER_IMAGE_STORE
		/// </summary>
		public const uint ShaderImageStore = 0x82A5;

		/// <summary>
		/// GL_SHADER_KHR
		/// </summary>
		public const uint ShaderKhr = 0x82E1;

		/// <summary>
		/// GL_SHADER_SOURCE_LENGTH
		/// </summary>
		public const uint ShaderSourceLength = 0x8B88;

		/// <summary>
		/// GL_SHADER_STORAGE_BARRIER_BIT
		/// </summary>
		public const ulong ShaderStorageBarrierBit = 0x00002000;

		/// <summary>
		/// GL_SHADER_STORAGE_BLOCK
		/// </summary>
		public const uint ShaderStorageBlock = 0x92E6;

		/// <summary>
		/// GL_SHADER_STORAGE_BUFFER
		/// </summary>
		public const uint ShaderStorageBuffer = 0x90D2;

		/// <summary>
		/// GL_SHADER_STORAGE_BUFFER_BINDING
		/// </summary>
		public const uint ShaderStorageBufferBinding = 0x90D3;

		/// <summary>
		/// GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT
		/// </summary>
		public const uint ShaderStorageBufferOffsetAlignment = 0x90DF;

		/// <summary>
		/// GL_SHADER_STORAGE_BUFFER_SIZE
		/// </summary>
		public const uint ShaderStorageBufferSize = 0x90D5;

		/// <summary>
		/// GL_SHADER_STORAGE_BUFFER_START
		/// </summary>
		public const uint ShaderStorageBufferStart = 0x90D4;

		/// <summary>
		/// GL_SHADER_TYPE
		/// </summary>
		public const uint ShaderType = 0x8B4F;

		/// <summary>
		/// GL_SHADING_LANGUAGE_VERSION
		/// </summary>
		public const uint ShadingLanguageVersion = 0x8B8C;

		/// <summary>
		/// GL_SHININESS
		/// </summary>
		public const uint Shininess = 0x1601;

		/// <summary>
		/// GL_SHORT
		/// </summary>
		public const uint Short = 0x1402;

		/// <summary>
		/// GL_SIGNALED
		/// </summary>
		public const uint Signaled = 0x9119;

		/// <summary>
		/// GL_SIGNED_NORMALIZED
		/// </summary>
		public const uint SignedNormalized = 0x8F9C;

		/// <summary>
		/// GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_TEST
		/// </summary>
		public const uint SimultaneousTextureAndDepthTest = 0x82AC;

		/// <summary>
		/// GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_WRITE
		/// </summary>
		public const uint SimultaneousTextureAndDepthWrite = 0x82AE;

		/// <summary>
		/// GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_TEST
		/// </summary>
		public const uint SimultaneousTextureAndStencilTest = 0x82AD;

		/// <summary>
		/// GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_WRITE
		/// </summary>
		public const uint SimultaneousTextureAndStencilWrite = 0x82AF;

		/// <summary>
		/// GL_SINGLE_COLOR
		/// </summary>
		public const uint SingleColor = 0x81F9;

		/// <summary>
		/// GL_SLUMINANCE
		/// </summary>
		public const uint Sluminance = 0x8C46;

		/// <summary>
		/// GL_SLUMINANCE_ALPHA
		/// </summary>
		public const uint SluminanceAlpha = 0x8C44;

		/// <summary>
		/// GL_SLUMINANCE8
		/// </summary>
		public const uint Sluminance8 = 0x8C47;

		/// <summary>
		/// GL_SLUMINANCE8_ALPHA8
		/// </summary>
		public const uint Sluminance8Alpha8 = 0x8C45;

		/// <summary>
		/// GL_SMOOTH
		/// </summary>
		public const uint Smooth = 0x1D01;

		/// <summary>
		/// GL_SMOOTH_LINE_WIDTH_GRANULARITY
		/// </summary>
		public const uint SmoothLineWidthGranularity = 0x0B23;

		/// <summary>
		/// GL_SMOOTH_LINE_WIDTH_RANGE
		/// </summary>
		public const uint SmoothLineWidthRange = 0x0B22;

		/// <summary>
		/// GL_SMOOTH_POINT_SIZE_GRANULARITY
		/// </summary>
		public const uint SmoothPointSizeGranularity = 0x0B13;

		/// <summary>
		/// GL_SMOOTH_POINT_SIZE_RANGE
		/// </summary>
		public const uint SmoothPointSizeRange = 0x0B12;

		/// <summary>
		/// GL_SOURCE0_ALPHA
		/// </summary>
		public const uint Source0Alpha = 0x8588;

		/// <summary>
		/// GL_SOURCE0_RGB
		/// </summary>
		public const uint Source0Rgb = 0x8580;

		/// <summary>
		/// GL_SOURCE1_ALPHA
		/// </summary>
		public const uint Source1Alpha = 0x8589;

		/// <summary>
		/// GL_SOURCE1_RGB
		/// </summary>
		public const uint Source1Rgb = 0x8581;

		/// <summary>
		/// GL_SOURCE2_ALPHA
		/// </summary>
		public const uint Source2Alpha = 0x858A;

		/// <summary>
		/// GL_SOURCE2_RGB
		/// </summary>
		public const uint Source2Rgb = 0x8582;

		/// <summary>
		/// GL_SPECULAR
		/// </summary>
		public const uint Specular = 0x1202;

		/// <summary>
		/// GL_SPHERE_MAP
		/// </summary>
		public const uint SphereMap = 0x2402;

		/// <summary>
		/// GL_SPOT_CUTOFF
		/// </summary>
		public const uint SpotCutoff = 0x1206;

		/// <summary>
		/// GL_SPOT_DIRECTION
		/// </summary>
		public const uint SpotDirection = 0x1204;

		/// <summary>
		/// GL_SPOT_EXPONENT
		/// </summary>
		public const uint SpotExponent = 0x1205;

		/// <summary>
		/// GL_SRC_ALPHA
		/// </summary>
		public const uint SrcAlpha = 0x0302;

		/// <summary>
		/// GL_SRC_ALPHA_SATURATE
		/// </summary>
		public const uint SrcAlphaSaturate = 0x0308;

		/// <summary>
		/// GL_SRC_COLOR
		/// </summary>
		public const uint SrcColor = 0x0300;

		/// <summary>
		/// GL_SRC0_ALPHA
		/// </summary>
		public const uint Src0Alpha = 0x8588;

		/// <summary>
		/// GL_SRC0_RGB
		/// </summary>
		public const uint Src0Rgb = 0x8580;

		/// <summary>
		/// GL_SRC1_ALPHA
		/// </summary>
		public const uint Src1Alpha = 0x8589;

		/// <summary>
		/// GL_SRC1_COLOR
		/// </summary>
		public const uint Src1Color = 0x88F9;

		/// <summary>
		/// GL_SRC1_RGB
		/// </summary>
		public const uint Src1Rgb = 0x8581;

		/// <summary>
		/// GL_SRC2_ALPHA
		/// </summary>
		public const uint Src2Alpha = 0x858A;

		/// <summary>
		/// GL_SRC2_RGB
		/// </summary>
		public const uint Src2Rgb = 0x8582;

		/// <summary>
		/// GL_SRGB
		/// </summary>
		public const uint Srgb = 0x8C40;

		/// <summary>
		/// GL_SRGB_ALPHA
		/// </summary>
		public const uint SrgbAlpha = 0x8C42;

		/// <summary>
		/// GL_SRGB_READ
		/// </summary>
		public const uint SrgbRead = 0x8297;

		/// <summary>
		/// GL_SRGB_WRITE
		/// </summary>
		public const uint SrgbWrite = 0x8298;

		/// <summary>
		/// GL_SRGB8
		/// </summary>
		public const uint Srgb8 = 0x8C41;

		/// <summary>
		/// GL_SRGB8_ALPHA8
		/// </summary>
		public const uint Srgb8Alpha8 = 0x8C43;

		/// <summary>
		/// GL_STACK_OVERFLOW
		/// </summary>
		public const uint StackOverflow = 0x0503;

		/// <summary>
		/// GL_STACK_OVERFLOW_KHR
		/// </summary>
		public const uint StackOverflowKhr = 0x0503;

		/// <summary>
		/// GL_STACK_UNDERFLOW
		/// </summary>
		public const uint StackUnderflow = 0x0504;

		/// <summary>
		/// GL_STACK_UNDERFLOW_KHR
		/// </summary>
		public const uint StackUnderflowKhr = 0x0504;

		/// <summary>
		/// GL_STATE_RESTORE
		/// </summary>
		public const uint StateRestore = 0x8BDC;

		/// <summary>
		/// GL_STATIC_COPY
		/// </summary>
		public const uint StaticCopy = 0x88E6;

		/// <summary>
		/// GL_STATIC_DRAW
		/// </summary>
		public const uint StaticDraw = 0x88E4;

		/// <summary>
		/// GL_STATIC_READ
		/// </summary>
		public const uint StaticRead = 0x88E5;

		/// <summary>
		/// GL_STENCIL
		/// </summary>
		public const uint Stencil = 0x1802;

		/// <summary>
		/// GL_STENCIL_ATTACHMENT
		/// </summary>
		public const uint StencilAttachment = 0x8D20;

		/// <summary>
		/// GL_STENCIL_BACK_FAIL
		/// </summary>
		public const uint StencilBackFail = 0x8801;

		/// <summary>
		/// GL_STENCIL_BACK_FUNC
		/// </summary>
		public const uint StencilBackFunc = 0x8800;

		/// <summary>
		/// GL_STENCIL_BACK_PASS_DEPTH_FAIL
		/// </summary>
		public const uint StencilBackPassDepthFail = 0x8802;

		/// <summary>
		/// GL_STENCIL_BACK_PASS_DEPTH_PASS
		/// </summary>
		public const uint StencilBackPassDepthPass = 0x8803;

		/// <summary>
		/// GL_STENCIL_BACK_REF
		/// </summary>
		public const uint StencilBackRef = 0x8CA3;

		/// <summary>
		/// GL_STENCIL_BACK_VALUE_MASK
		/// </summary>
		public const uint StencilBackValueMask = 0x8CA4;

		/// <summary>
		/// GL_STENCIL_BACK_WRITEMASK
		/// </summary>
		public const uint StencilBackWritemask = 0x8CA5;

		/// <summary>
		/// GL_STENCIL_BITS
		/// </summary>
		public const uint StencilBits = 0x0D57;

		/// <summary>
		/// GL_STENCIL_BUFFER_BIT
		/// </summary>
		public const ulong StencilBufferBit = 0x00000400;

		/// <summary>
		/// GL_STENCIL_BUFFER_BIT0_QCOM
		/// </summary>
		public const ulong StencilBufferBit0Qcom = 0x00010000;

		/// <summary>
		/// GL_STENCIL_BUFFER_BIT1_QCOM
		/// </summary>
		public const ulong StencilBufferBit1Qcom = 0x00020000;

		/// <summary>
		/// GL_STENCIL_BUFFER_BIT2_QCOM
		/// </summary>
		public const ulong StencilBufferBit2Qcom = 0x00040000;

		/// <summary>
		/// GL_STENCIL_BUFFER_BIT3_QCOM
		/// </summary>
		public const ulong StencilBufferBit3Qcom = 0x00080000;

		/// <summary>
		/// GL_STENCIL_BUFFER_BIT4_QCOM
		/// </summary>
		public const ulong StencilBufferBit4Qcom = 0x00100000;

		/// <summary>
		/// GL_STENCIL_BUFFER_BIT5_QCOM
		/// </summary>
		public const ulong StencilBufferBit5Qcom = 0x00200000;

		/// <summary>
		/// GL_STENCIL_BUFFER_BIT6_QCOM
		/// </summary>
		public const ulong StencilBufferBit6Qcom = 0x00400000;

		/// <summary>
		/// GL_STENCIL_BUFFER_BIT7_QCOM
		/// </summary>
		public const ulong StencilBufferBit7Qcom = 0x00800000;

		/// <summary>
		/// GL_STENCIL_CLEAR_VALUE
		/// </summary>
		public const uint StencilClearValue = 0x0B91;

		/// <summary>
		/// GL_STENCIL_COMPONENTS
		/// </summary>
		public const uint StencilComponents = 0x8285;

		/// <summary>
		/// GL_STENCIL_FAIL
		/// </summary>
		public const uint StencilFail = 0x0B94;

		/// <summary>
		/// GL_STENCIL_FUNC
		/// </summary>
		public const uint StencilFunc = 0x0B92;

		/// <summary>
		/// GL_STENCIL_INDEX
		/// </summary>
		public const uint StencilIndex = 0x1901;

		/// <summary>
		/// GL_STENCIL_INDEX1
		/// </summary>
		public const uint StencilIndex1 = 0x8D46;

		/// <summary>
		/// GL_STENCIL_INDEX16
		/// </summary>
		public const uint StencilIndex16 = 0x8D49;

		/// <summary>
		/// GL_STENCIL_INDEX4
		/// </summary>
		public const uint StencilIndex4 = 0x8D47;

		/// <summary>
		/// GL_STENCIL_INDEX8
		/// </summary>
		public const uint StencilIndex8 = 0x8D48;

		/// <summary>
		/// GL_STENCIL_PASS_DEPTH_FAIL
		/// </summary>
		public const uint StencilPassDepthFail = 0x0B95;

		/// <summary>
		/// GL_STENCIL_PASS_DEPTH_PASS
		/// </summary>
		public const uint StencilPassDepthPass = 0x0B96;

		/// <summary>
		/// GL_STENCIL_REF
		/// </summary>
		public const uint StencilRef = 0x0B97;

		/// <summary>
		/// GL_STENCIL_RENDERABLE
		/// </summary>
		public const uint StencilRenderable = 0x8288;

		/// <summary>
		/// GL_STENCIL_TEST
		/// </summary>
		public const uint StencilTest = 0x0B90;

		/// <summary>
		/// GL_STENCIL_VALUE_MASK
		/// </summary>
		public const uint StencilValueMask = 0x0B93;

		/// <summary>
		/// GL_STENCIL_WRITEMASK
		/// </summary>
		public const uint StencilWritemask = 0x0B98;

		/// <summary>
		/// GL_STEREO
		/// </summary>
		public const uint Stereo = 0x0C33;

		/// <summary>
		/// GL_STREAM_COPY
		/// </summary>
		public const uint StreamCopy = 0x88E2;

		/// <summary>
		/// GL_STREAM_DRAW
		/// </summary>
		public const uint StreamDraw = 0x88E0;

		/// <summary>
		/// GL_STREAM_READ
		/// </summary>
		public const uint StreamRead = 0x88E1;

		/// <summary>
		/// GL_SUBPIXEL_BITS
		/// </summary>
		public const uint SubpixelBits = 0x0D50;

		/// <summary>
		/// GL_SUBTRACT
		/// </summary>
		public const uint Subtract = 0x84E7;

		/// <summary>
		/// GL_SYNC_CONDITION
		/// </summary>
		public const uint SyncCondition = 0x9113;

		/// <summary>
		/// GL_SYNC_FENCE
		/// </summary>
		public const uint SyncFence = 0x9116;

		/// <summary>
		/// GL_SYNC_FLAGS
		/// </summary>
		public const uint SyncFlags = 0x9115;

		/// <summary>
		/// GL_SYNC_FLUSH_COMMANDS_BIT
		/// </summary>
		public const ulong SyncFlushCommandsBit = 0x00000001;

		/// <summary>
		/// GL_SYNC_GPU_COMMANDS_COMPLETE
		/// </summary>
		public const uint SyncGpuCommandsComplete = 0x9117;

		/// <summary>
		/// GL_SYNC_STATUS
		/// </summary>
		public const uint SyncStatus = 0x9114;

		/// <summary>
		/// GL_T
		/// </summary>
		public const uint T = 0x2001;

		/// <summary>
		/// GL_T2F_C3F_V3F
		/// </summary>
		public const uint T2fC3fV3f = 0x2A2A;

		/// <summary>
		/// GL_T2F_C4F_N3F_V3F
		/// </summary>
		public const uint T2fC4fN3fV3f = 0x2A2C;

		/// <summary>
		/// GL_T2F_C4UB_V3F
		/// </summary>
		public const uint T2fC4ubV3f = 0x2A29;

		/// <summary>
		/// GL_T2F_N3F_V3F
		/// </summary>
		public const uint T2fN3fV3f = 0x2A2B;

		/// <summary>
		/// GL_T2F_V3F
		/// </summary>
		public const uint T2fV3f = 0x2A27;

		/// <summary>
		/// GL_T4F_C4F_N3F_V4F
		/// </summary>
		public const uint T4fC4fN3fV4f = 0x2A2D;

		/// <summary>
		/// GL_T4F_V4F
		/// </summary>
		public const uint T4fV4f = 0x2A28;

		/// <summary>
		/// GL_TABLE_TOO_LARGE
		/// </summary>
		public const uint TableTooLarge = 0x8031;

		/// <summary>
		/// GL_TESS_CONTROL_OUTPUT_VERTICES
		/// </summary>
		public const uint TessControlOutputVertices = 0x8E75;

		/// <summary>
		/// GL_TESS_CONTROL_SHADER
		/// </summary>
		public const uint TessControlShader = 0x8E88;

		/// <summary>
		/// GL_TESS_CONTROL_SHADER_BIT
		/// </summary>
		public const ulong TessControlShaderBit = 0x00000008;

		/// <summary>
		/// GL_TESS_CONTROL_SUBROUTINE
		/// </summary>
		public const uint TessControlSubroutine = 0x92E9;

		/// <summary>
		/// GL_TESS_CONTROL_SUBROUTINE_UNIFORM
		/// </summary>
		public const uint TessControlSubroutineUniform = 0x92EF;

		/// <summary>
		/// GL_TESS_CONTROL_TEXTURE
		/// </summary>
		public const uint TessControlTexture = 0x829C;

		/// <summary>
		/// GL_TESS_EVALUATION_SHADER
		/// </summary>
		public const uint TessEvaluationShader = 0x8E87;

		/// <summary>
		/// GL_TESS_EVALUATION_SHADER_BIT
		/// </summary>
		public const ulong TessEvaluationShaderBit = 0x00000010;

		/// <summary>
		/// GL_TESS_EVALUATION_SUBROUTINE
		/// </summary>
		public const uint TessEvaluationSubroutine = 0x92EA;

		/// <summary>
		/// GL_TESS_EVALUATION_SUBROUTINE_UNIFORM
		/// </summary>
		public const uint TessEvaluationSubroutineUniform = 0x92F0;

		/// <summary>
		/// GL_TESS_EVALUATION_TEXTURE
		/// </summary>
		public const uint TessEvaluationTexture = 0x829D;

		/// <summary>
		/// GL_TESS_GEN_MODE
		/// </summary>
		public const uint TessGenMode = 0x8E76;

		/// <summary>
		/// GL_TESS_GEN_POINT_MODE
		/// </summary>
		public const uint TessGenPointMode = 0x8E79;

		/// <summary>
		/// GL_TESS_GEN_SPACING
		/// </summary>
		public const uint TessGenSpacing = 0x8E77;

		/// <summary>
		/// GL_TESS_GEN_VERTEX_ORDER
		/// </summary>
		public const uint TessGenVertexOrder = 0x8E78;

		/// <summary>
		/// GL_TEXTURE
		/// </summary>
		public const uint Texture = 0x1702;

		/// <summary>
		/// GL_TEXTURE_1D
		/// </summary>
		public const uint Texture1D = 0x0DE0;

		/// <summary>
		/// GL_TEXTURE_1D_ARRAY
		/// </summary>
		public const uint Texture1DArray = 0x8C18;

		/// <summary>
		/// GL_TEXTURE_2D
		/// </summary>
		public const uint Texture2D = 0x0DE1;

		/// <summary>
		/// GL_TEXTURE_2D_ARRAY
		/// </summary>
		public const uint Texture2DArray = 0x8C1A;

		/// <summary>
		/// GL_TEXTURE_2D_MULTISAMPLE
		/// </summary>
		public const uint Texture2DMultisample = 0x9100;

		/// <summary>
		/// GL_TEXTURE_2D_MULTISAMPLE_ARRAY
		/// </summary>
		public const uint Texture2DMultisampleArray = 0x9102;

		/// <summary>
		/// GL_TEXTURE_3D
		/// </summary>
		public const uint Texture3D = 0x806F;

		/// <summary>
		/// GL_TEXTURE_ALPHA_MODULATE_IMG
		/// </summary>
		public const uint TextureAlphaModulateImg = 0x8C06;

		/// <summary>
		/// GL_TEXTURE_ALPHA_SIZE
		/// </summary>
		public const uint TextureAlphaSize = 0x805F;

		/// <summary>
		/// GL_TEXTURE_ALPHA_TYPE
		/// </summary>
		public const uint TextureAlphaType = 0x8C13;

		/// <summary>
		/// GL_TEXTURE_BASE_LEVEL
		/// </summary>
		public const uint TextureBaseLevel = 0x813C;

		/// <summary>
		/// GL_TEXTURE_BINDING_1D
		/// </summary>
		public const uint TextureBinding1D = 0x8068;

		/// <summary>
		/// GL_TEXTURE_BINDING_1D_ARRAY
		/// </summary>
		public const uint TextureBinding1DArray = 0x8C1C;

		/// <summary>
		/// GL_TEXTURE_BINDING_2D
		/// </summary>
		public const uint TextureBinding2D = 0x8069;

		/// <summary>
		/// GL_TEXTURE_BINDING_2D_ARRAY
		/// </summary>
		public const uint TextureBinding2DArray = 0x8C1D;

		/// <summary>
		/// GL_TEXTURE_BINDING_2D_MULTISAMPLE
		/// </summary>
		public const uint TextureBinding2DMultisample = 0x9104;

		/// <summary>
		/// GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY
		/// </summary>
		public const uint TextureBinding2DMultisampleArray = 0x9105;

		/// <summary>
		/// GL_TEXTURE_BINDING_3D
		/// </summary>
		public const uint TextureBinding3D = 0x806A;

		/// <summary>
		/// GL_TEXTURE_BINDING_BUFFER
		/// </summary>
		public const uint TextureBindingBuffer = 0x8C2C;

		/// <summary>
		/// GL_TEXTURE_BINDING_CUBE_MAP
		/// </summary>
		public const uint TextureBindingCubeMap = 0x8514;

		/// <summary>
		/// GL_TEXTURE_BINDING_CUBE_MAP_ARRAY
		/// </summary>
		public const uint TextureBindingCubeMapArray = 0x900A;

		/// <summary>
		/// GL_TEXTURE_BINDING_RECTANGLE
		/// </summary>
		public const uint TextureBindingRectangle = 0x84F6;

		/// <summary>
		/// GL_TEXTURE_BIT
		/// </summary>
		public const ulong TextureBit = 0x00040000;

		/// <summary>
		/// GL_TEXTURE_BLUE_SIZE
		/// </summary>
		public const uint TextureBlueSize = 0x805E;

		/// <summary>
		/// GL_TEXTURE_BLUE_TYPE
		/// </summary>
		public const uint TextureBlueType = 0x8C12;

		/// <summary>
		/// GL_TEXTURE_BORDER
		/// </summary>
		public const uint TextureBorder = 0x1005;

		/// <summary>
		/// GL_TEXTURE_BORDER_COLOR
		/// </summary>
		public const uint TextureBorderColor = 0x1004;

		/// <summary>
		/// GL_TEXTURE_BUFFER
		/// </summary>
		public const uint TextureBuffer = 0x8C2A;

		/// <summary>
		/// GL_TEXTURE_BUFFER_DATA_STORE_BINDING
		/// </summary>
		public const uint TextureBufferDataStoreBinding = 0x8C2D;

		/// <summary>
		/// GL_TEXTURE_BUFFER_OFFSET
		/// </summary>
		public const uint TextureBufferOffset = 0x919D;

		/// <summary>
		/// GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT
		/// </summary>
		public const uint TextureBufferOffsetAlignment = 0x919F;

		/// <summary>
		/// GL_TEXTURE_BUFFER_SIZE
		/// </summary>
		public const uint TextureBufferSize = 0x919E;

		/// <summary>
		/// GL_TEXTURE_COMPARE_FUNC
		/// </summary>
		public const uint TextureCompareFunc = 0x884D;

		/// <summary>
		/// GL_TEXTURE_COMPARE_MODE
		/// </summary>
		public const uint TextureCompareMode = 0x884C;

		/// <summary>
		/// GL_TEXTURE_COMPONENTS
		/// </summary>
		public const uint TextureComponents = 0x1003;

		/// <summary>
		/// GL_TEXTURE_COMPRESSED
		/// </summary>
		public const uint TextureCompressed = 0x86A1;

		/// <summary>
		/// GL_TEXTURE_COMPRESSED_BLOCK_HEIGHT
		/// </summary>
		public const uint TextureCompressedBlockHeight = 0x82B2;

		/// <summary>
		/// GL_TEXTURE_COMPRESSED_BLOCK_SIZE
		/// </summary>
		public const uint TextureCompressedBlockSize = 0x82B3;

		/// <summary>
		/// GL_TEXTURE_COMPRESSED_BLOCK_WIDTH
		/// </summary>
		public const uint TextureCompressedBlockWidth = 0x82B1;

		/// <summary>
		/// GL_TEXTURE_COMPRESSED_IMAGE_SIZE
		/// </summary>
		public const uint TextureCompressedImageSize = 0x86A0;

		/// <summary>
		/// GL_TEXTURE_COMPRESSION_HINT
		/// </summary>
		public const uint TextureCompressionHint = 0x84EF;

		/// <summary>
		/// GL_TEXTURE_COORD_ARRAY
		/// </summary>
		public const uint TextureCoordArray = 0x8078;

		/// <summary>
		/// GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING
		/// </summary>
		public const uint TextureCoordArrayBufferBinding = 0x889A;

		/// <summary>
		/// GL_TEXTURE_COORD_ARRAY_POINTER
		/// </summary>
		public const uint TextureCoordArrayPointer = 0x8092;

		/// <summary>
		/// GL_TEXTURE_COORD_ARRAY_SIZE
		/// </summary>
		public const uint TextureCoordArraySize = 0x8088;

		/// <summary>
		/// GL_TEXTURE_COORD_ARRAY_STRIDE
		/// </summary>
		public const uint TextureCoordArrayStride = 0x808A;

		/// <summary>
		/// GL_TEXTURE_COORD_ARRAY_TYPE
		/// </summary>
		public const uint TextureCoordArrayType = 0x8089;

		/// <summary>
		/// GL_TEXTURE_CUBE_MAP
		/// </summary>
		public const uint TextureCubeMap = 0x8513;

		/// <summary>
		/// GL_TEXTURE_CUBE_MAP_ARRAY
		/// </summary>
		public const uint TextureCubeMapArray = 0x9009;

		/// <summary>
		/// GL_TEXTURE_CUBE_MAP_NEGATIVE_X
		/// </summary>
		public const uint TextureCubeMapNegativeX = 0x8516;

		/// <summary>
		/// GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
		/// </summary>
		public const uint TextureCubeMapNegativeY = 0x8518;

		/// <summary>
		/// GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
		/// </summary>
		public const uint TextureCubeMapNegativeZ = 0x851A;

		/// <summary>
		/// GL_TEXTURE_CUBE_MAP_POSITIVE_X
		/// </summary>
		public const uint TextureCubeMapPositiveX = 0x8515;

		/// <summary>
		/// GL_TEXTURE_CUBE_MAP_POSITIVE_Y
		/// </summary>
		public const uint TextureCubeMapPositiveY = 0x8517;

		/// <summary>
		/// GL_TEXTURE_CUBE_MAP_POSITIVE_Z
		/// </summary>
		public const uint TextureCubeMapPositiveZ = 0x8519;

		/// <summary>
		/// GL_TEXTURE_CUBE_MAP_SEAMLESS
		/// </summary>
		public const uint TextureCubeMapSeamless = 0x884F;

		/// <summary>
		/// GL_TEXTURE_DEPTH
		/// </summary>
		public const uint TextureDepth = 0x8071;

		/// <summary>
		/// GL_TEXTURE_DEPTH_QCOM
		/// </summary>
		public const uint TextureDepthQcom = 0x8BD4;

		/// <summary>
		/// GL_TEXTURE_DEPTH_SIZE
		/// </summary>
		public const uint TextureDepthSize = 0x884A;

		/// <summary>
		/// GL_TEXTURE_DEPTH_TYPE
		/// </summary>
		public const uint TextureDepthType = 0x8C16;

		/// <summary>
		/// GL_TEXTURE_ENV
		/// </summary>
		public const uint TextureEnv = 0x2300;

		/// <summary>
		/// GL_TEXTURE_ENV_COLOR
		/// </summary>
		public const uint TextureEnvColor = 0x2201;

		/// <summary>
		/// GL_TEXTURE_ENV_MODE
		/// </summary>
		public const uint TextureEnvMode = 0x2200;

		/// <summary>
		/// GL_TEXTURE_FETCH_BARRIER_BIT
		/// </summary>
		public const ulong TextureFetchBarrierBit = 0x00000008;

		/// <summary>
		/// GL_TEXTURE_FILTER_CONTROL
		/// </summary>
		public const uint TextureFilterControl = 0x8500;

		/// <summary>
		/// GL_TEXTURE_FIXED_SAMPLE_LOCATIONS
		/// </summary>
		public const uint TextureFixedSampleLocations = 0x9107;

		/// <summary>
		/// GL_TEXTURE_FORMAT_QCOM
		/// </summary>
		public const uint TextureFormatQcom = 0x8BD6;

		/// <summary>
		/// GL_TEXTURE_GATHER
		/// </summary>
		public const uint TextureGather = 0x82A2;

		/// <summary>
		/// GL_TEXTURE_GATHER_SHADOW
		/// </summary>
		public const uint TextureGatherShadow = 0x82A3;

		/// <summary>
		/// GL_TEXTURE_GEN_MODE
		/// </summary>
		public const uint TextureGenMode = 0x2500;

		/// <summary>
		/// GL_TEXTURE_GEN_Q
		/// </summary>
		public const uint TextureGenQ = 0x0C63;

		/// <summary>
		/// GL_TEXTURE_GEN_R
		/// </summary>
		public const uint TextureGenR = 0x0C62;

		/// <summary>
		/// GL_TEXTURE_GEN_S
		/// </summary>
		public const uint TextureGenS = 0x0C60;

		/// <summary>
		/// GL_TEXTURE_GEN_T
		/// </summary>
		public const uint TextureGenT = 0x0C61;

		/// <summary>
		/// GL_TEXTURE_GREEN_SIZE
		/// </summary>
		public const uint TextureGreenSize = 0x805D;

		/// <summary>
		/// GL_TEXTURE_GREEN_TYPE
		/// </summary>
		public const uint TextureGreenType = 0x8C11;

		/// <summary>
		/// GL_TEXTURE_HEIGHT
		/// </summary>
		public const uint TextureHeight = 0x1001;

		/// <summary>
		/// GL_TEXTURE_HEIGHT_QCOM
		/// </summary>
		public const uint TextureHeightQcom = 0x8BD3;

		/// <summary>
		/// GL_TEXTURE_IMAGE_FORMAT
		/// </summary>
		public const uint TextureImageFormat = 0x828F;

		/// <summary>
		/// GL_TEXTURE_IMAGE_TYPE
		/// </summary>
		public const uint TextureImageType = 0x8290;

		/// <summary>
		/// GL_TEXTURE_IMAGE_VALID_QCOM
		/// </summary>
		public const uint TextureImageValidQcom = 0x8BD8;

		/// <summary>
		/// GL_TEXTURE_IMMUTABLE_FORMAT
		/// </summary>
		public const uint TextureImmutableFormat = 0x912F;

		/// <summary>
		/// GL_TEXTURE_IMMUTABLE_LEVELS
		/// </summary>
		public const uint TextureImmutableLevels = 0x82DF;

		/// <summary>
		/// GL_TEXTURE_INTENSITY_SIZE
		/// </summary>
		public const uint TextureIntensitySize = 0x8061;

		/// <summary>
		/// GL_TEXTURE_INTENSITY_TYPE
		/// </summary>
		public const uint TextureIntensityType = 0x8C15;

		/// <summary>
		/// GL_TEXTURE_INTERNAL_FORMAT
		/// </summary>
		public const uint TextureInternalFormat = 0x1003;

		/// <summary>
		/// GL_TEXTURE_INTERNAL_FORMAT_QCOM
		/// </summary>
		public const uint TextureInternalFormatQcom = 0x8BD5;

		/// <summary>
		/// GL_TEXTURE_LOD_BIAS
		/// </summary>
		public const uint TextureLodBias = 0x8501;

		/// <summary>
		/// GL_TEXTURE_LUMINANCE_SIZE
		/// </summary>
		public const uint TextureLuminanceSize = 0x8060;

		/// <summary>
		/// GL_TEXTURE_LUMINANCE_TYPE
		/// </summary>
		public const uint TextureLuminanceType = 0x8C14;

		/// <summary>
		/// GL_TEXTURE_MAG_FILTER
		/// </summary>
		public const uint TextureMagFilter = 0x2800;

		/// <summary>
		/// GL_TEXTURE_MATRIX
		/// </summary>
		public const uint TextureMatrix = 0x0BA8;

		/// <summary>
		/// GL_TEXTURE_MAX_LEVEL
		/// </summary>
		public const uint TextureMaxLevel = 0x813D;

		/// <summary>
		/// GL_TEXTURE_MAX_LOD
		/// </summary>
		public const uint TextureMaxLod = 0x813B;

		/// <summary>
		/// GL_TEXTURE_MIN_FILTER
		/// </summary>
		public const uint TextureMinFilter = 0x2801;

		/// <summary>
		/// GL_TEXTURE_MIN_LOD
		/// </summary>
		public const uint TextureMinLod = 0x813A;

		/// <summary>
		/// GL_TEXTURE_NUM_LEVELS_QCOM
		/// </summary>
		public const uint TextureNumLevelsQcom = 0x8BD9;

		/// <summary>
		/// GL_TEXTURE_OBJECT_VALID_QCOM
		/// </summary>
		public const uint TextureObjectValidQcom = 0x8BDB;

		/// <summary>
		/// GL_TEXTURE_PRIORITY
		/// </summary>
		public const uint TexturePriority = 0x8066;

		/// <summary>
		/// GL_TEXTURE_RECTANGLE
		/// </summary>
		public const uint TextureRectangle = 0x84F5;

		/// <summary>
		/// GL_TEXTURE_RED_SIZE
		/// </summary>
		public const uint TextureRedSize = 0x805C;

		/// <summary>
		/// GL_TEXTURE_RED_TYPE
		/// </summary>
		public const uint TextureRedType = 0x8C10;

		/// <summary>
		/// GL_TEXTURE_RESIDENT
		/// </summary>
		public const uint TextureResident = 0x8067;

		/// <summary>
		/// GL_TEXTURE_SAMPLES
		/// </summary>
		public const uint TextureSamples = 0x9106;

		/// <summary>
		/// GL_TEXTURE_SAMPLES_IMG
		/// </summary>
		public const uint TextureSamplesImg = 0x9136;

		/// <summary>
		/// GL_TEXTURE_SHADOW
		/// </summary>
		public const uint TextureShadow = 0x82A1;

		/// <summary>
		/// GL_TEXTURE_SHARED_SIZE
		/// </summary>
		public const uint TextureSharedSize = 0x8C3F;

		/// <summary>
		/// GL_TEXTURE_STACK_DEPTH
		/// </summary>
		public const uint TextureStackDepth = 0x0BA5;

		/// <summary>
		/// GL_TEXTURE_STENCIL_SIZE
		/// </summary>
		public const uint TextureStencilSize = 0x88F1;

		/// <summary>
		/// GL_TEXTURE_SWIZZLE_A
		/// </summary>
		public const uint TextureSwizzleA = 0x8E45;

		/// <summary>
		/// GL_TEXTURE_SWIZZLE_B
		/// </summary>
		public const uint TextureSwizzleB = 0x8E44;

		/// <summary>
		/// GL_TEXTURE_SWIZZLE_G
		/// </summary>
		public const uint TextureSwizzleG = 0x8E43;

		/// <summary>
		/// GL_TEXTURE_SWIZZLE_R
		/// </summary>
		public const uint TextureSwizzleR = 0x8E42;

		/// <summary>
		/// GL_TEXTURE_SWIZZLE_RGBA
		/// </summary>
		public const uint TextureSwizzleRgba = 0x8E46;

		/// <summary>
		/// GL_TEXTURE_TARGET_QCOM
		/// </summary>
		public const uint TextureTargetQcom = 0x8BDA;

		/// <summary>
		/// GL_TEXTURE_TYPE_QCOM
		/// </summary>
		public const uint TextureTypeQcom = 0x8BD7;

		/// <summary>
		/// GL_TEXTURE_UPDATE_BARRIER_BIT
		/// </summary>
		public const ulong TextureUpdateBarrierBit = 0x00000100;

		/// <summary>
		/// GL_TEXTURE_USAGE_ANGLE
		/// </summary>
		public const uint TextureUsageAngle = 0x93A2;

		/// <summary>
		/// GL_TEXTURE_VIEW
		/// </summary>
		public const uint TextureView = 0x82B5;

		/// <summary>
		/// GL_TEXTURE_VIEW_MIN_LAYER
		/// </summary>
		public const uint TextureViewMinLayer = 0x82DD;

		/// <summary>
		/// GL_TEXTURE_VIEW_MIN_LEVEL
		/// </summary>
		public const uint TextureViewMinLevel = 0x82DB;

		/// <summary>
		/// GL_TEXTURE_VIEW_NUM_LAYERS
		/// </summary>
		public const uint TextureViewNumLayers = 0x82DE;

		/// <summary>
		/// GL_TEXTURE_VIEW_NUM_LEVELS
		/// </summary>
		public const uint TextureViewNumLevels = 0x82DC;

		/// <summary>
		/// GL_TEXTURE_WIDTH
		/// </summary>
		public const uint TextureWidth = 0x1000;

		/// <summary>
		/// GL_TEXTURE_WIDTH_QCOM
		/// </summary>
		public const uint TextureWidthQcom = 0x8BD2;

		/// <summary>
		/// GL_TEXTURE_WRAP_R
		/// </summary>
		public const uint TextureWrapR = 0x8072;

		/// <summary>
		/// GL_TEXTURE_WRAP_S
		/// </summary>
		public const uint TextureWrapS = 0x2802;

		/// <summary>
		/// GL_TEXTURE_WRAP_T
		/// </summary>
		public const uint TextureWrapT = 0x2803;

		/// <summary>
		/// GL_TEXTURE0
		/// </summary>
		public const uint Texture0 = 0x84C0;

		/// <summary>
		/// GL_TEXTURE1
		/// </summary>
		public const uint Texture1 = 0x84C1;

		/// <summary>
		/// GL_TEXTURE10
		/// </summary>
		public const uint Texture10 = 0x84CA;

		/// <summary>
		/// GL_TEXTURE11
		/// </summary>
		public const uint Texture11 = 0x84CB;

		/// <summary>
		/// GL_TEXTURE12
		/// </summary>
		public const uint Texture12 = 0x84CC;

		/// <summary>
		/// GL_TEXTURE13
		/// </summary>
		public const uint Texture13 = 0x84CD;

		/// <summary>
		/// GL_TEXTURE14
		/// </summary>
		public const uint Texture14 = 0x84CE;

		/// <summary>
		/// GL_TEXTURE15
		/// </summary>
		public const uint Texture15 = 0x84CF;

		/// <summary>
		/// GL_TEXTURE16
		/// </summary>
		public const uint Texture16 = 0x84D0;

		/// <summary>
		/// GL_TEXTURE17
		/// </summary>
		public const uint Texture17 = 0x84D1;

		/// <summary>
		/// GL_TEXTURE18
		/// </summary>
		public const uint Texture18 = 0x84D2;

		/// <summary>
		/// GL_TEXTURE19
		/// </summary>
		public const uint Texture19 = 0x84D3;

		/// <summary>
		/// GL_TEXTURE2
		/// </summary>
		public const uint Texture2 = 0x84C2;

		/// <summary>
		/// GL_TEXTURE20
		/// </summary>
		public const uint Texture20 = 0x84D4;

		/// <summary>
		/// GL_TEXTURE21
		/// </summary>
		public const uint Texture21 = 0x84D5;

		/// <summary>
		/// GL_TEXTURE22
		/// </summary>
		public const uint Texture22 = 0x84D6;

		/// <summary>
		/// GL_TEXTURE23
		/// </summary>
		public const uint Texture23 = 0x84D7;

		/// <summary>
		/// GL_TEXTURE24
		/// </summary>
		public const uint Texture24 = 0x84D8;

		/// <summary>
		/// GL_TEXTURE25
		/// </summary>
		public const uint Texture25 = 0x84D9;

		/// <summary>
		/// GL_TEXTURE26
		/// </summary>
		public const uint Texture26 = 0x84DA;

		/// <summary>
		/// GL_TEXTURE27
		/// </summary>
		public const uint Texture27 = 0x84DB;

		/// <summary>
		/// GL_TEXTURE28
		/// </summary>
		public const uint Texture28 = 0x84DC;

		/// <summary>
		/// GL_TEXTURE29
		/// </summary>
		public const uint Texture29 = 0x84DD;

		/// <summary>
		/// GL_TEXTURE3
		/// </summary>
		public const uint Texture3 = 0x84C3;

		/// <summary>
		/// GL_TEXTURE30
		/// </summary>
		public const uint Texture30 = 0x84DE;

		/// <summary>
		/// GL_TEXTURE31
		/// </summary>
		public const uint Texture31 = 0x84DF;

		/// <summary>
		/// GL_TEXTURE4
		/// </summary>
		public const uint Texture4 = 0x84C4;

		/// <summary>
		/// GL_TEXTURE5
		/// </summary>
		public const uint Texture5 = 0x84C5;

		/// <summary>
		/// GL_TEXTURE6
		/// </summary>
		public const uint Texture6 = 0x84C6;

		/// <summary>
		/// GL_TEXTURE7
		/// </summary>
		public const uint Texture7 = 0x84C7;

		/// <summary>
		/// GL_TEXTURE8
		/// </summary>
		public const uint Texture8 = 0x84C8;

		/// <summary>
		/// GL_TEXTURE9
		/// </summary>
		public const uint Texture9 = 0x84C9;

		/// <summary>
		/// GL_TIME_ELAPSED
		/// </summary>
		public const uint TimeElapsed = 0x88BF;

		/// <summary>
		/// GL_TIMEOUT_EXPIRED
		/// </summary>
		public const uint TimeoutExpired = 0x911B;

		/// <summary>
		/// GL_TIMEOUT_IGNORED
		/// </summary>
		public const ulong TimeoutIgnored = 0xFFFFFFFFFFFFFFFF;

		/// <summary>
		/// GL_TIMESTAMP
		/// </summary>
		public const uint Timestamp = 0x8E28;

		/// <summary>
		/// GL_TOP_LEVEL_ARRAY_SIZE
		/// </summary>
		public const uint TopLevelArraySize = 0x930C;

		/// <summary>
		/// GL_TOP_LEVEL_ARRAY_STRIDE
		/// </summary>
		public const uint TopLevelArrayStride = 0x930D;

		/// <summary>
		/// GL_TRANSFORM_BIT
		/// </summary>
		public const ulong TransformBit = 0x00001000;

		/// <summary>
		/// GL_TRANSFORM_FEEDBACK
		/// </summary>
		public const uint TransformFeedback = 0x8E22;

		/// <summary>
		/// GL_TRANSFORM_FEEDBACK_ACTIVE
		/// </summary>
		public const uint TransformFeedbackActive = 0x8E24;

		/// <summary>
		/// GL_TRANSFORM_FEEDBACK_BARRIER_BIT
		/// </summary>
		public const ulong TransformFeedbackBarrierBit = 0x00000800;

		/// <summary>
		/// GL_TRANSFORM_FEEDBACK_BINDING
		/// </summary>
		public const uint TransformFeedbackBinding = 0x8E25;

		/// <summary>
		/// GL_TRANSFORM_FEEDBACK_BUFFER
		/// </summary>
		public const uint TransformFeedbackBuffer = 0x8C8E;

		/// <summary>
		/// GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE
		/// </summary>
		public const uint TransformFeedbackBufferActive = 0x8E24;

		/// <summary>
		/// GL_TRANSFORM_FEEDBACK_BUFFER_BINDING
		/// </summary>
		public const uint TransformFeedbackBufferBinding = 0x8C8F;

		/// <summary>
		/// GL_TRANSFORM_FEEDBACK_BUFFER_INDEX
		/// </summary>
		public const uint TransformFeedbackBufferIndex = 0x934B;

		/// <summary>
		/// GL_TRANSFORM_FEEDBACK_BUFFER_MODE
		/// </summary>
		public const uint TransformFeedbackBufferMode = 0x8C7F;

		/// <summary>
		/// GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED
		/// </summary>
		public const uint TransformFeedbackBufferPaused = 0x8E23;

		/// <summary>
		/// GL_TRANSFORM_FEEDBACK_BUFFER_SIZE
		/// </summary>
		public const uint TransformFeedbackBufferSize = 0x8C85;

		/// <summary>
		/// GL_TRANSFORM_FEEDBACK_BUFFER_START
		/// </summary>
		public const uint TransformFeedbackBufferStart = 0x8C84;

		/// <summary>
		/// GL_TRANSFORM_FEEDBACK_BUFFER_STRIDE
		/// </summary>
		public const uint TransformFeedbackBufferStride = 0x934C;

		/// <summary>
		/// GL_TRANSFORM_FEEDBACK_PAUSED
		/// </summary>
		public const uint TransformFeedbackPaused = 0x8E23;

		/// <summary>
		/// GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN
		/// </summary>
		public const uint TransformFeedbackPrimitivesWritten = 0x8C88;

		/// <summary>
		/// GL_TRANSFORM_FEEDBACK_VARYING
		/// </summary>
		public const uint TransformFeedbackVarying = 0x92F4;

		/// <summary>
		/// GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH
		/// </summary>
		public const uint TransformFeedbackVaryingMaxLength = 0x8C76;

		/// <summary>
		/// GL_TRANSFORM_FEEDBACK_VARYINGS
		/// </summary>
		public const uint TransformFeedbackVaryings = 0x8C83;

		/// <summary>
		/// GL_TRANSLATED_SHADER_SOURCE_LENGTH_ANGLE
		/// </summary>
		public const uint TranslatedShaderSourceLengthAngle = 0x93A0;

		/// <summary>
		/// GL_TRANSPOSE_COLOR_MATRIX
		/// </summary>
		public const uint TransposeColorMatrix = 0x84E6;

		/// <summary>
		/// GL_TRANSPOSE_MODELVIEW_MATRIX
		/// </summary>
		public const uint TransposeModelviewMatrix = 0x84E3;

		/// <summary>
		/// GL_TRANSPOSE_PROJECTION_MATRIX
		/// </summary>
		public const uint TransposeProjectionMatrix = 0x84E4;

		/// <summary>
		/// GL_TRANSPOSE_TEXTURE_MATRIX
		/// </summary>
		public const uint TransposeTextureMatrix = 0x84E5;

		/// <summary>
		/// GL_TRIANGLE_FAN
		/// </summary>
		public const uint TriangleFan = 0x0006;

		/// <summary>
		/// GL_TRIANGLE_STRIP
		/// </summary>
		public const uint TriangleStrip = 0x0005;

		/// <summary>
		/// GL_TRIANGLE_STRIP_ADJACENCY
		/// </summary>
		public const uint TriangleStripAdjacency = 0x000D;

		/// <summary>
		/// GL_TRIANGLES
		/// </summary>
		public const uint Triangles = 0x0004;

		/// <summary>
		/// GL_TRIANGLES_ADJACENCY
		/// </summary>
		public const uint TrianglesAdjacency = 0x000C;

		/// <summary>
		/// GL_TRUE
		/// </summary>
		public const uint True = 1;

		/// <summary>
		/// GL_TYPE
		/// </summary>
		public const uint Type = 0x92FA;

		/// <summary>
		/// GL_UNDEFINED_VERTEX
		/// </summary>
		public const uint UndefinedVertex = 0x8260;

		/// <summary>
		/// GL_UNIFORM
		/// </summary>
		public const uint Uniform = 0x92E1;

		/// <summary>
		/// GL_UNIFORM_ARRAY_STRIDE
		/// </summary>
		public const uint UniformArrayStride = 0x8A3C;

		/// <summary>
		/// GL_UNIFORM_ATOMIC_COUNTER_BUFFER_INDEX
		/// </summary>
		public const uint UniformAtomicCounterBufferIndex = 0x92DA;

		/// <summary>
		/// GL_UNIFORM_BARRIER_BIT
		/// </summary>
		public const ulong UniformBarrierBit = 0x00000004;

		/// <summary>
		/// GL_UNIFORM_BLOCK
		/// </summary>
		public const uint UniformBlock = 0x92E2;

		/// <summary>
		/// GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES
		/// </summary>
		public const uint UniformBlockActiveUniformIndices = 0x8A43;

		/// <summary>
		/// GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS
		/// </summary>
		public const uint UniformBlockActiveUniforms = 0x8A42;

		/// <summary>
		/// GL_UNIFORM_BLOCK_BINDING
		/// </summary>
		public const uint UniformBlockBinding = 0x8A3F;

		/// <summary>
		/// GL_UNIFORM_BLOCK_DATA_SIZE
		/// </summary>
		public const uint UniformBlockDataSize = 0x8A40;

		/// <summary>
		/// GL_UNIFORM_BLOCK_INDEX
		/// </summary>
		public const uint UniformBlockIndex = 0x8A3A;

		/// <summary>
		/// GL_UNIFORM_BLOCK_NAME_LENGTH
		/// </summary>
		public const uint UniformBlockNameLength = 0x8A41;

		/// <summary>
		/// GL_UNIFORM_BLOCK_REFERENCED_BY_COMPUTE_SHADER
		/// </summary>
		public const uint UniformBlockReferencedByComputeShader = 0x90EC;

		/// <summary>
		/// GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER
		/// </summary>
		public const uint UniformBlockReferencedByFragmentShader = 0x8A46;

		/// <summary>
		/// GL_UNIFORM_BLOCK_REFERENCED_BY_GEOMETRY_SHADER
		/// </summary>
		public const uint UniformBlockReferencedByGeometryShader = 0x8A45;

		/// <summary>
		/// GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_CONTROL_SHADER
		/// </summary>
		public const uint UniformBlockReferencedByTessControlShader = 0x84F0;

		/// <summary>
		/// GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_EVALUATION_SHADER
		/// </summary>
		public const uint UniformBlockReferencedByTessEvaluationShader = 0x84F1;

		/// <summary>
		/// GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER
		/// </summary>
		public const uint UniformBlockReferencedByVertexShader = 0x8A44;

		/// <summary>
		/// GL_UNIFORM_BUFFER
		/// </summary>
		public const uint UniformBuffer = 0x8A11;

		/// <summary>
		/// GL_UNIFORM_BUFFER_BINDING
		/// </summary>
		public const uint UniformBufferBinding = 0x8A28;

		/// <summary>
		/// GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
		/// </summary>
		public const uint UniformBufferOffsetAlignment = 0x8A34;

		/// <summary>
		/// GL_UNIFORM_BUFFER_SIZE
		/// </summary>
		public const uint UniformBufferSize = 0x8A2A;

		/// <summary>
		/// GL_UNIFORM_BUFFER_START
		/// </summary>
		public const uint UniformBufferStart = 0x8A29;

		/// <summary>
		/// GL_UNIFORM_IS_ROW_MAJOR
		/// </summary>
		public const uint UniformIsRowMajor = 0x8A3E;

		/// <summary>
		/// GL_UNIFORM_MATRIX_STRIDE
		/// </summary>
		public const uint UniformMatrixStride = 0x8A3D;

		/// <summary>
		/// GL_UNIFORM_NAME_LENGTH
		/// </summary>
		public const uint UniformNameLength = 0x8A39;

		/// <summary>
		/// GL_UNIFORM_OFFSET
		/// </summary>
		public const uint UniformOffset = 0x8A3B;

		/// <summary>
		/// GL_UNIFORM_SIZE
		/// </summary>
		public const uint UniformSize = 0x8A38;

		/// <summary>
		/// GL_UNIFORM_TYPE
		/// </summary>
		public const uint UniformType = 0x8A37;

		/// <summary>
		/// GL_UNPACK_ALIGNMENT
		/// </summary>
		public const uint UnpackAlignment = 0x0CF5;

		/// <summary>
		/// GL_UNPACK_COLORSPACE_CONVERSION_WEBGL
		/// </summary>
		public const uint UnpackColorspaceConversionWebgl = 0x9243;

		/// <summary>
		/// GL_UNPACK_COMPRESSED_BLOCK_DEPTH
		/// </summary>
		public const uint UnpackCompressedBlockDepth = 0x9129;

		/// <summary>
		/// GL_UNPACK_COMPRESSED_BLOCK_HEIGHT
		/// </summary>
		public const uint UnpackCompressedBlockHeight = 0x9128;

		/// <summary>
		/// GL_UNPACK_COMPRESSED_BLOCK_SIZE
		/// </summary>
		public const uint UnpackCompressedBlockSize = 0x912A;

		/// <summary>
		/// GL_UNPACK_COMPRESSED_BLOCK_WIDTH
		/// </summary>
		public const uint UnpackCompressedBlockWidth = 0x9127;

		/// <summary>
		/// GL_UNPACK_FLIP_Y_WEBGL
		/// </summary>
		public const uint UnpackFlipYWebgl = 0x9240;

		/// <summary>
		/// GL_UNPACK_IMAGE_HEIGHT
		/// </summary>
		public const uint UnpackImageHeight = 0x806E;

		/// <summary>
		/// GL_UNPACK_LSB_FIRST
		/// </summary>
		public const uint UnpackLsbFirst = 0x0CF1;

		/// <summary>
		/// GL_UNPACK_PREMULTIPLY_ALPHA_WEBGL
		/// </summary>
		public const uint UnpackPremultiplyAlphaWebgl = 0x9241;

		/// <summary>
		/// GL_UNPACK_ROW_LENGTH
		/// </summary>
		public const uint UnpackRowLength = 0x0CF2;

		/// <summary>
		/// GL_UNPACK_SKIP_IMAGES
		/// </summary>
		public const uint UnpackSkipImages = 0x806D;

		/// <summary>
		/// GL_UNPACK_SKIP_PIXELS
		/// </summary>
		public const uint UnpackSkipPixels = 0x0CF4;

		/// <summary>
		/// GL_UNPACK_SKIP_ROWS
		/// </summary>
		public const uint UnpackSkipRows = 0x0CF3;

		/// <summary>
		/// GL_UNPACK_SWAP_BYTES
		/// </summary>
		public const uint UnpackSwapBytes = 0x0CF0;

		/// <summary>
		/// GL_UNSIGNALED
		/// </summary>
		public const uint Unsignaled = 0x9118;

		/// <summary>
		/// GL_UNSIGNED_BYTE
		/// </summary>
		public const uint UnsignedByte = 0x1401;

		/// <summary>
		/// GL_UNSIGNED_BYTE_2_3_3_REV
		/// </summary>
		public const uint UnsignedByte233Rev = 0x8362;

		/// <summary>
		/// GL_UNSIGNED_BYTE_3_3_2
		/// </summary>
		public const uint UnsignedByte332 = 0x8032;

		/// <summary>
		/// GL_UNSIGNED_INT
		/// </summary>
		public const uint UnsignedInt = 0x1405;

		/// <summary>
		/// GL_UNSIGNED_INT_10_10_10_2
		/// </summary>
		public const uint UnsignedInt1010102 = 0x8036;

		/// <summary>
		/// GL_UNSIGNED_INT_10F_11F_11F_REV
		/// </summary>
		public const uint UnsignedInt10f11f11fRev = 0x8C3B;

		/// <summary>
		/// GL_UNSIGNED_INT_2_10_10_10_REV
		/// </summary>
		public const uint UnsignedInt2101010Rev = 0x8368;

		/// <summary>
		/// GL_UNSIGNED_INT_24_8
		/// </summary>
		public const uint UnsignedInt248 = 0x84FA;

		/// <summary>
		/// GL_UNSIGNED_INT_5_9_9_9_REV
		/// </summary>
		public const uint UnsignedInt5999Rev = 0x8C3E;

		/// <summary>
		/// GL_UNSIGNED_INT_8_8_8_8
		/// </summary>
		public const uint UnsignedInt8888 = 0x8035;

		/// <summary>
		/// GL_UNSIGNED_INT_8_8_8_8_REV
		/// </summary>
		public const uint UnsignedInt8888Rev = 0x8367;

		/// <summary>
		/// GL_UNSIGNED_INT_ATOMIC_COUNTER
		/// </summary>
		public const uint UnsignedIntAtomicCounter = 0x92DB;

		/// <summary>
		/// GL_UNSIGNED_INT_IMAGE_1D
		/// </summary>
		public const uint UnsignedIntImage1D = 0x9062;

		/// <summary>
		/// GL_UNSIGNED_INT_IMAGE_1D_ARRAY
		/// </summary>
		public const uint UnsignedIntImage1DArray = 0x9068;

		/// <summary>
		/// GL_UNSIGNED_INT_IMAGE_2D
		/// </summary>
		public const uint UnsignedIntImage2D = 0x9063;

		/// <summary>
		/// GL_UNSIGNED_INT_IMAGE_2D_ARRAY
		/// </summary>
		public const uint UnsignedIntImage2DArray = 0x9069;

		/// <summary>
		/// GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE
		/// </summary>
		public const uint UnsignedIntImage2DMultisample = 0x906B;

		/// <summary>
		/// GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY
		/// </summary>
		public const uint UnsignedIntImage2DMultisampleArray = 0x906C;

		/// <summary>
		/// GL_UNSIGNED_INT_IMAGE_2D_RECT
		/// </summary>
		public const uint UnsignedIntImage2DRect = 0x9065;

		/// <summary>
		/// GL_UNSIGNED_INT_IMAGE_3D
		/// </summary>
		public const uint UnsignedIntImage3D = 0x9064;

		/// <summary>
		/// GL_UNSIGNED_INT_IMAGE_BUFFER
		/// </summary>
		public const uint UnsignedIntImageBuffer = 0x9067;

		/// <summary>
		/// GL_UNSIGNED_INT_IMAGE_CUBE
		/// </summary>
		public const uint UnsignedIntImageCube = 0x9066;

		/// <summary>
		/// GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY
		/// </summary>
		public const uint UnsignedIntImageCubeMapArray = 0x906A;

		/// <summary>
		/// GL_UNSIGNED_INT_SAMPLER_1D
		/// </summary>
		public const uint UnsignedIntSampler1D = 0x8DD1;

		/// <summary>
		/// GL_UNSIGNED_INT_SAMPLER_1D_ARRAY
		/// </summary>
		public const uint UnsignedIntSampler1DArray = 0x8DD6;

		/// <summary>
		/// GL_UNSIGNED_INT_SAMPLER_2D
		/// </summary>
		public const uint UnsignedIntSampler2D = 0x8DD2;

		/// <summary>
		/// GL_UNSIGNED_INT_SAMPLER_2D_ARRAY
		/// </summary>
		public const uint UnsignedIntSampler2DArray = 0x8DD7;

		/// <summary>
		/// GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE
		/// </summary>
		public const uint UnsignedIntSampler2DMultisample = 0x910A;

		/// <summary>
		/// GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY
		/// </summary>
		public const uint UnsignedIntSampler2DMultisampleArray = 0x910D;

		/// <summary>
		/// GL_UNSIGNED_INT_SAMPLER_2D_RECT
		/// </summary>
		public const uint UnsignedIntSampler2DRect = 0x8DD5;

		/// <summary>
		/// GL_UNSIGNED_INT_SAMPLER_3D
		/// </summary>
		public const uint UnsignedIntSampler3D = 0x8DD3;

		/// <summary>
		/// GL_UNSIGNED_INT_SAMPLER_BUFFER
		/// </summary>
		public const uint UnsignedIntSamplerBuffer = 0x8DD8;

		/// <summary>
		/// GL_UNSIGNED_INT_SAMPLER_CUBE
		/// </summary>
		public const uint UnsignedIntSamplerCube = 0x8DD4;

		/// <summary>
		/// GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY
		/// </summary>
		public const uint UnsignedIntSamplerCubeMapArray = 0x900F;

		/// <summary>
		/// GL_UNSIGNED_INT_VEC2
		/// </summary>
		public const uint UnsignedIntVec2 = 0x8DC6;

		/// <summary>
		/// GL_UNSIGNED_INT_VEC3
		/// </summary>
		public const uint UnsignedIntVec3 = 0x8DC7;

		/// <summary>
		/// GL_UNSIGNED_INT_VEC4
		/// </summary>
		public const uint UnsignedIntVec4 = 0x8DC8;

		/// <summary>
		/// GL_UNSIGNED_NORMALIZED
		/// </summary>
		public const uint UnsignedNormalized = 0x8C17;

		/// <summary>
		/// GL_UNSIGNED_SHORT
		/// </summary>
		public const uint UnsignedShort = 0x1403;

		/// <summary>
		/// GL_UNSIGNED_SHORT_1_5_5_5_REV
		/// </summary>
		public const uint UnsignedShort1555Rev = 0x8366;

		/// <summary>
		/// GL_UNSIGNED_SHORT_4_4_4_4
		/// </summary>
		public const uint UnsignedShort4444 = 0x8033;

		/// <summary>
		/// GL_UNSIGNED_SHORT_4_4_4_4_REV
		/// </summary>
		public const uint UnsignedShort4444Rev = 0x8365;

		/// <summary>
		/// GL_UNSIGNED_SHORT_4_4_4_4_REV_IMG
		/// </summary>
		public const uint UnsignedShort4444RevImg = 0x8365;

		/// <summary>
		/// GL_UNSIGNED_SHORT_5_5_5_1
		/// </summary>
		public const uint UnsignedShort5551 = 0x8034;

		/// <summary>
		/// GL_UNSIGNED_SHORT_5_6_5
		/// </summary>
		public const uint UnsignedShort565 = 0x8363;

		/// <summary>
		/// GL_UNSIGNED_SHORT_5_6_5_REV
		/// </summary>
		public const uint UnsignedShort565Rev = 0x8364;

		/// <summary>
		/// GL_UPPER_LEFT
		/// </summary>
		public const uint UpperLeft = 0x8CA2;

		/// <summary>
		/// GL_V2F
		/// </summary>
		public const uint V2f = 0x2A20;

		/// <summary>
		/// GL_V3F
		/// </summary>
		public const uint V3f = 0x2A21;

		/// <summary>
		/// GL_VALIDATE_STATUS
		/// </summary>
		public const uint ValidateStatus = 0x8B83;

		/// <summary>
		/// GL_VENDOR
		/// </summary>
		public const uint Vendor = 0x1F00;

		/// <summary>
		/// GL_VERSION
		/// </summary>
		public const uint Version = 0x1F02;

		/// <summary>
		/// GL_VERSION_ES_CL_1_0
		/// </summary>
		public const uint VersionEsCl10 = 1;

		/// <summary>
		/// GL_VERSION_ES_CL_1_1
		/// </summary>
		public const uint VersionEsCl11 = 1;

		/// <summary>
		/// GL_VERSION_ES_CM_1_1
		/// </summary>
		public const uint VersionEsCm11 = 1;

		/// <summary>
		/// GL_VERTEX_ARRAY
		/// </summary>
		public const uint VertexArray = 0x8074;

		/// <summary>
		/// GL_VERTEX_ARRAY_BINDING
		/// </summary>
		public const uint VertexArrayBinding = 0x85B5;

		/// <summary>
		/// GL_VERTEX_ARRAY_BUFFER_BINDING
		/// </summary>
		public const uint VertexArrayBufferBinding = 0x8896;

		/// <summary>
		/// GL_VERTEX_ARRAY_POINTER
		/// </summary>
		public const uint VertexArrayPointer = 0x808E;

		/// <summary>
		/// GL_VERTEX_ARRAY_SIZE
		/// </summary>
		public const uint VertexArraySize = 0x807A;

		/// <summary>
		/// GL_VERTEX_ARRAY_STRIDE
		/// </summary>
		public const uint VertexArrayStride = 0x807C;

		/// <summary>
		/// GL_VERTEX_ARRAY_TYPE
		/// </summary>
		public const uint VertexArrayType = 0x807B;

		/// <summary>
		/// GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT
		/// </summary>
		public const ulong VertexAttribArrayBarrierBit = 0x00000001;

		/// <summary>
		/// GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING
		/// </summary>
		public const uint VertexAttribArrayBufferBinding = 0x889F;

		/// <summary>
		/// GL_VERTEX_ATTRIB_ARRAY_DIVISOR
		/// </summary>
		public const uint VertexAttribArrayDivisor = 0x88FE;

		/// <summary>
		/// GL_VERTEX_ATTRIB_ARRAY_DIVISOR_ANGLE
		/// </summary>
		public const uint VertexAttribArrayDivisorAngle = 0x88FE;

		/// <summary>
		/// GL_VERTEX_ATTRIB_ARRAY_ENABLED
		/// </summary>
		public const uint VertexAttribArrayEnabled = 0x8622;

		/// <summary>
		/// GL_VERTEX_ATTRIB_ARRAY_INTEGER
		/// </summary>
		public const uint VertexAttribArrayInteger = 0x88FD;

		/// <summary>
		/// GL_VERTEX_ATTRIB_ARRAY_LONG
		/// </summary>
		public const uint VertexAttribArrayLong = 0x874E;

		/// <summary>
		/// GL_VERTEX_ATTRIB_ARRAY_NORMALIZED
		/// </summary>
		public const uint VertexAttribArrayNormalized = 0x886A;

		/// <summary>
		/// GL_VERTEX_ATTRIB_ARRAY_POINTER
		/// </summary>
		public const uint VertexAttribArrayPointer = 0x8645;

		/// <summary>
		/// GL_VERTEX_ATTRIB_ARRAY_SIZE
		/// </summary>
		public const uint VertexAttribArraySize = 0x8623;

		/// <summary>
		/// GL_VERTEX_ATTRIB_ARRAY_STRIDE
		/// </summary>
		public const uint VertexAttribArrayStride = 0x8624;

		/// <summary>
		/// GL_VERTEX_ATTRIB_ARRAY_TYPE
		/// </summary>
		public const uint VertexAttribArrayType = 0x8625;

		/// <summary>
		/// GL_VERTEX_ATTRIB_BINDING
		/// </summary>
		public const uint VertexAttribBinding = 0x82D4;

		/// <summary>
		/// GL_VERTEX_ATTRIB_RELATIVE_OFFSET
		/// </summary>
		public const uint VertexAttribRelativeOffset = 0x82D5;

		/// <summary>
		/// GL_VERTEX_BINDING_DIVISOR
		/// </summary>
		public const uint VertexBindingDivisor = 0x82D6;

		/// <summary>
		/// GL_VERTEX_BINDING_OFFSET
		/// </summary>
		public const uint VertexBindingOffset = 0x82D7;

		/// <summary>
		/// GL_VERTEX_BINDING_STRIDE
		/// </summary>
		public const uint VertexBindingStride = 0x82D8;

		/// <summary>
		/// GL_VERTEX_PROGRAM_POINT_SIZE
		/// </summary>
		public const uint VertexProgramPointSize = 0x8642;

		/// <summary>
		/// GL_VERTEX_PROGRAM_TWO_SIDE
		/// </summary>
		public const uint VertexProgramTwoSide = 0x8643;

		/// <summary>
		/// GL_VERTEX_SHADER
		/// </summary>
		public const uint VertexShader = 0x8B31;

		/// <summary>
		/// GL_VERTEX_SHADER_BIT
		/// </summary>
		public const ulong VertexShaderBit = 0x00000001;

		/// <summary>
		/// GL_VERTEX_SUBROUTINE
		/// </summary>
		public const uint VertexSubroutine = 0x92E8;

		/// <summary>
		/// GL_VERTEX_SUBROUTINE_UNIFORM
		/// </summary>
		public const uint VertexSubroutineUniform = 0x92EE;

		/// <summary>
		/// GL_VERTEX_TEXTURE
		/// </summary>
		public const uint VertexTexture = 0x829B;

		/// <summary>
		/// GL_VIEW_CLASS_128_BITS
		/// </summary>
		public const uint ViewClass128Bits = 0x82C4;

		/// <summary>
		/// GL_VIEW_CLASS_16_BITS
		/// </summary>
		public const uint ViewClass16Bits = 0x82CA;

		/// <summary>
		/// GL_VIEW_CLASS_24_BITS
		/// </summary>
		public const uint ViewClass24Bits = 0x82C9;

		/// <summary>
		/// GL_VIEW_CLASS_32_BITS
		/// </summary>
		public const uint ViewClass32Bits = 0x82C8;

		/// <summary>
		/// GL_VIEW_CLASS_48_BITS
		/// </summary>
		public const uint ViewClass48Bits = 0x82C7;

		/// <summary>
		/// GL_VIEW_CLASS_64_BITS
		/// </summary>
		public const uint ViewClass64Bits = 0x82C6;

		/// <summary>
		/// GL_VIEW_CLASS_8_BITS
		/// </summary>
		public const uint ViewClass8Bits = 0x82CB;

		/// <summary>
		/// GL_VIEW_CLASS_96_BITS
		/// </summary>
		public const uint ViewClass96Bits = 0x82C5;

		/// <summary>
		/// GL_VIEW_CLASS_BPTC_FLOAT
		/// </summary>
		public const uint ViewClassBptcFloat = 0x82D3;

		/// <summary>
		/// GL_VIEW_CLASS_BPTC_UNORM
		/// </summary>
		public const uint ViewClassBptcUnorm = 0x82D2;

		/// <summary>
		/// GL_VIEW_CLASS_RGTC1_RED
		/// </summary>
		public const uint ViewClassRgtc1Red = 0x82D0;

		/// <summary>
		/// GL_VIEW_CLASS_RGTC2_RG
		/// </summary>
		public const uint ViewClassRgtc2Rg = 0x82D1;

		/// <summary>
		/// GL_VIEW_CLASS_S3TC_DXT1_RGB
		/// </summary>
		public const uint ViewClassS3tcDxt1Rgb = 0x82CC;

		/// <summary>
		/// GL_VIEW_CLASS_S3TC_DXT1_RGBA
		/// </summary>
		public const uint ViewClassS3tcDxt1Rgba = 0x82CD;

		/// <summary>
		/// GL_VIEW_CLASS_S3TC_DXT3_RGBA
		/// </summary>
		public const uint ViewClassS3tcDxt3Rgba = 0x82CE;

		/// <summary>
		/// GL_VIEW_CLASS_S3TC_DXT5_RGBA
		/// </summary>
		public const uint ViewClassS3tcDxt5Rgba = 0x82CF;

		/// <summary>
		/// GL_VIEW_COMPATIBILITY_CLASS
		/// </summary>
		public const uint ViewCompatibilityClass = 0x82B6;

		/// <summary>
		/// GL_VIEWPORT
		/// </summary>
		public const uint Viewport = 0x0BA2;

		/// <summary>
		/// GL_VIEWPORT_BIT
		/// </summary>
		public const ulong ViewportBit = 0x00000800;

		/// <summary>
		/// GL_VIEWPORT_BOUNDS_RANGE
		/// </summary>
		public const uint ViewportBoundsRange = 0x825D;

		/// <summary>
		/// GL_VIEWPORT_INDEX_PROVOKING_VERTEX
		/// </summary>
		public const uint ViewportIndexProvokingVertex = 0x825F;

		/// <summary>
		/// GL_VIEWPORT_SUBPIXEL_BITS
		/// </summary>
		public const uint ViewportSubpixelBits = 0x825C;

		/// <summary>
		/// GL_WAIT_FAILED
		/// </summary>
		public const uint WaitFailed = 0x911D;

		/// <summary>
		/// GL_WEIGHT_ARRAY_BUFFER_BINDING
		/// </summary>
		public const uint WeightArrayBufferBinding = 0x889E;

		/// <summary>
		/// GL_WRITE_ONLY
		/// </summary>
		public const uint WriteOnly = 0x88B9;

		/// <summary>
		/// GL_WRITEONLY_RENDERING_QCOM
		/// </summary>
		public const uint WriteonlyRenderingQcom = 0x8823;

		/// <summary>
		/// GL_XOR
		/// </summary>
		public const uint Xor = 0x1506;

		/// <summary>
		/// GL_ZERO
		/// </summary>
		public const uint Zero = 0;

		/// <summary>
		/// GL_ZOOM_X
		/// </summary>
		public const uint ZoomX = 0x0D16;

		/// <summary>
		/// GL_ZOOM_Y
		/// </summary>
		public const uint ZoomY = 0x0D17;

	}

}
